/
hl2mp_gamerules.cpp
1280 lines (1048 loc) · 33.3 KB
/
hl2mp_gamerules.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl2mp_gamerules.h"
#include "viewport_panel_names.h"
#include "gameeventdefs.h"
#include <KeyValues.h>
#include "ammodef.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "eventqueue.h"
#include "player.h"
#include "gamerules.h"
#include "game.h"
#include "items.h"
#include "entitylist.h"
#include "mapentities.h"
#include "in_buttons.h"
#include <ctype.h>
#include "voice_gamemgr.h"
#include "iscorer.h"
#include "hl2mp_player.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "team.h"
#include "voice_gamemgr.h"
#include "hl2mp_gameinterface.h"
#include "hl2mp_cvars.h"
#ifdef DEBUG
#include "hl2mp_bot_temp.h"
#endif
extern void respawn(CBaseEntity *pEdict, bool fCopyCorpse);
extern bool FindInList( const char **pStrings, const char *pToFind );
ConVar sv_hl2mp_weapon_respawn_time( "sv_hl2mp_weapon_respawn_time", "20", FCVAR_GAMEDLL | FCVAR_NOTIFY );
ConVar sv_hl2mp_item_respawn_time( "sv_hl2mp_item_respawn_time", "30", FCVAR_GAMEDLL | FCVAR_NOTIFY );
ConVar sv_report_client_settings("sv_report_client_settings", "0", FCVAR_GAMEDLL | FCVAR_NOTIFY );
extern ConVar mp_chattime;
extern CBaseEntity *g_pLastCombineSpawn;
extern CBaseEntity *g_pLastRebelSpawn;
#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
#endif
REGISTER_GAMERULES_CLASS( CHL2MPRules );
BEGIN_NETWORK_TABLE_NOBASE( CHL2MPRules, DT_HL2MPRules )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
#else
SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( HL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
static HL2MPViewVectors g_HL2MPViewVectors(
Vector( 0, 0, 64 ), //VEC_VIEW (m_vView)
Vector(-16, -16, 0 ), //VEC_HULL_MIN (m_vHullMin)
Vector( 16, 16, 72 ), //VEC_HULL_MAX (m_vHullMax)
Vector(-16, -16, 0 ), //VEC_DUCK_HULL_MIN (m_vDuckHullMin)
Vector( 16, 16, 36 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
Vector( 0, 0, 28 ), //VEC_DUCK_VIEW (m_vDuckView)
Vector(-10, -10, -10 ), //VEC_OBS_HULL_MIN (m_vObsHullMin)
Vector( 10, 10, 10 ), //VEC_OBS_HULL_MAX (m_vObsHullMax)
Vector( 0, 0, 14 ), //VEC_DEAD_VIEWHEIGHT (m_vDeadViewHeight)
Vector(-16, -16, 0 ), //VEC_CROUCH_TRACE_MIN (m_vCrouchTraceMin)
Vector( 16, 16, 60 ) //VEC_CROUCH_TRACE_MAX (m_vCrouchTraceMax)
);
static const char *s_PreserveEnts[] =
{
"ai_network",
"ai_hint",
"hl2mp_gamerules",
"team_manager",
"player_manager",
"env_soundscape",
"env_soundscape_proxy",
"env_soundscape_triggerable",
"env_sun",
"env_wind",
"env_fog_controller",
"func_brush",
"func_wall",
"func_buyzone",
"func_illusionary",
"infodecal",
"info_projecteddecal",
"info_node",
"info_target",
"info_node_hint",
"info_player_deathmatch",
"info_player_combine",
"info_player_rebel",
"info_map_parameters",
"keyframe_rope",
"move_rope",
"info_ladder",
"player",
"point_viewcontrol",
"scene_manager",
"shadow_control",
"sky_camera",
"soundent",
"trigger_soundscape",
"viewmodel",
"predicted_viewmodel",
"worldspawn",
"point_devshot_camera",
"", // END Marker
};
#ifdef CLIENT_DLL
void RecvProxy_HL2MPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CHL2MPRules *pRules = HL2MPRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
RecvPropDataTable( "hl2mp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2MPRules ), RecvProxy_HL2MPRules )
END_RECV_TABLE()
#else
void* SendProxy_HL2MPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CHL2MPRules *pRules = HL2MPRules();
Assert( pRules );
return pRules;
}
BEGIN_SEND_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
SendPropDataTable( "hl2mp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2MPRules ), SendProxy_HL2MPRules )
END_SEND_TABLE()
#endif
#ifndef CLIENT_DLL
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
{
return ( pListener->GetTeamNumber() == pTalker->GetTeamNumber() );
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
#endif
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
char *sTeamNames[] =
{
"Unassigned",
"Spectator",
"Combine",
"Rebels",
};
CHL2MPRules::CHL2MPRules()
{
#ifndef CLIENT_DLL
// Create the team managers
for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ )
{
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" ));
pTeam->Init( sTeamNames[i], i );
g_Teams.AddToTail( pTeam );
}
m_bTeamPlayEnabled = teamplay.GetBool();
m_flIntermissionEndTime = 0.0f;
m_flGameStartTime = 0;
m_hRespawnableItemsAndWeapons.RemoveAll();
m_tmNextPeriodicThink = 0;
m_flRestartGameTime = 0;
m_bCompleteReset = false;
m_bHeardAllPlayersReady = false;
m_bAwaitingReadyRestart = false;
m_bChangelevelDone = false;
#endif
}
const CViewVectors* CHL2MPRules::GetViewVectors()const
{
return &g_HL2MPViewVectors;
}
const HL2MPViewVectors* CHL2MPRules::GetHL2MPViewVectors()const
{
return &g_HL2MPViewVectors;
}
CHL2MPRules::~CHL2MPRules( void )
{
#ifndef CLIENT_DLL
// Note, don't delete each team since they are in the gEntList and will
// automatically be deleted from there, instead.
g_Teams.Purge();
#endif
}
void CHL2MPRules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
// Create the entity that will send our data to the client.
BaseClass::CreateStandardEntities();
g_pLastCombineSpawn = NULL;
g_pLastRebelSpawn = NULL;
#ifdef DBGFLAG_ASSERT
CBaseEntity *pEnt =
#endif
CBaseEntity::Create( "hl2mp_gamerules", vec3_origin, vec3_angle );
Assert( pEnt );
#endif
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CHL2MPRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( weaponstay.GetInt() > 0 )
{
// make sure it's only certain weapons
if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
{
return 0; // weapon respawns almost instantly
}
}
return sv_hl2mp_weapon_respawn_time.GetFloat();
#endif
return 0; // weapon respawns almost instantly
}
bool CHL2MPRules::IsIntermission( void )
{
#ifndef CLIENT_DLL
return m_flIntermissionEndTime > gpGlobals->curtime;
#endif
return false;
}
void CHL2MPRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
#ifndef CLIENT_DLL
if ( IsIntermission() )
return;
BaseClass::PlayerKilled( pVictim, info );
#endif
}
void CHL2MPRules::Think( void )
{
#ifndef CLIENT_DLL
CGameRules::Think();
if ( g_fGameOver ) // someone else quit the game already
{
// check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->curtime )
{
if ( !m_bChangelevelDone )
{
ChangeLevel(); // intermission is over
m_bChangelevelDone = true;
}
}
return;
}
// float flTimeLimit = mp_timelimit.GetFloat() * 60;
float flFragLimit = fraglimit.GetFloat();
if ( GetMapRemainingTime() < 0 )
{
GoToIntermission();
return;
}
if ( flFragLimit )
{
if( IsTeamplay() == true )
{
CTeam *pCombine = g_Teams[TEAM_COMBINE];
CTeam *pRebels = g_Teams[TEAM_REBELS];
if ( pCombine->GetScore() >= flFragLimit || pRebels->GetScore() >= flFragLimit )
{
GoToIntermission();
return;
}
}
else
{
// check if any player is over the frag limit
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->FragCount() >= flFragLimit )
{
GoToIntermission();
return;
}
}
}
}
if ( gpGlobals->curtime > m_tmNextPeriodicThink )
{
CheckAllPlayersReady();
CheckRestartGame();
m_tmNextPeriodicThink = gpGlobals->curtime + 1.0;
}
if ( m_flRestartGameTime > 0.0f && m_flRestartGameTime <= gpGlobals->curtime )
{
RestartGame();
}
if( m_bAwaitingReadyRestart && m_bHeardAllPlayersReady )
{
UTIL_ClientPrintAll( HUD_PRINTCENTER, "All players ready. Game will restart in 5 seconds" );
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "All players ready. Game will restart in 5 seconds" );
m_flRestartGameTime = gpGlobals->curtime + 5;
m_bAwaitingReadyRestart = false;
}
ManageObjectRelocation();
#endif
}
void CHL2MPRules::GoToIntermission( void )
{
#ifndef CLIENT_DLL
if ( g_fGameOver )
return;
g_fGameOver = true;
m_flIntermissionEndTime = gpGlobals->curtime + mp_chattime.GetInt();
for ( int i = 0; i < MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
pPlayer->AddFlag( FL_FROZEN );
}
#endif
}
bool CHL2MPRules::CheckGameOver()
{
#ifndef CLIENT_DLL
if ( g_fGameOver ) // someone else quit the game already
{
// check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->curtime )
{
ChangeLevel(); // intermission is over
}
return true;
}
#endif
return false;
}
// when we are within this close to running out of entities, items
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
#define ENTITY_INTOLERANCE 100
//=========================================================
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CHL2MPRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
{
if ( gEntList.NumberOfEntities() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) )
return 0;
// we're past the entity tolerance level, so delay the respawn
return FlWeaponRespawnTime( pWeapon );
}
#endif
return 0;
}
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHL2MPRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
CWeaponHL2MPBase *pHL2Weapon = dynamic_cast< CWeaponHL2MPBase*>( pWeapon );
if ( pHL2Weapon )
{
return pHL2Weapon->GetOriginalSpawnOrigin();
}
#endif
return pWeapon->GetAbsOrigin();
}
#ifndef CLIENT_DLL
CItem* IsManagedObjectAnItem( CBaseEntity *pObject )
{
return dynamic_cast< CItem*>( pObject );
}
CWeaponHL2MPBase* IsManagedObjectAWeapon( CBaseEntity *pObject )
{
return dynamic_cast< CWeaponHL2MPBase*>( pObject );
}
bool GetObjectsOriginalParameters( CBaseEntity *pObject, Vector &vOriginalOrigin, QAngle &vOriginalAngles )
{
if ( CItem *pItem = IsManagedObjectAnItem( pObject ) )
{
if ( pItem->m_flNextResetCheckTime > gpGlobals->curtime )
return false;
vOriginalOrigin = pItem->GetOriginalSpawnOrigin();
vOriginalAngles = pItem->GetOriginalSpawnAngles();
pItem->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_item_respawn_time.GetFloat();
return true;
}
else if ( CWeaponHL2MPBase *pWeapon = IsManagedObjectAWeapon( pObject ))
{
if ( pWeapon->m_flNextResetCheckTime > gpGlobals->curtime )
return false;
vOriginalOrigin = pWeapon->GetOriginalSpawnOrigin();
vOriginalAngles = pWeapon->GetOriginalSpawnAngles();
pWeapon->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_weapon_respawn_time.GetFloat();
return true;
}
return false;
}
void CHL2MPRules::ManageObjectRelocation( void )
{
int iTotal = m_hRespawnableItemsAndWeapons.Count();
if ( iTotal > 0 )
{
for ( int i = 0; i < iTotal; i++ )
{
CBaseEntity *pObject = m_hRespawnableItemsAndWeapons[i].Get();
if ( pObject )
{
Vector vSpawOrigin;
QAngle vSpawnAngles;
if ( GetObjectsOriginalParameters( pObject, vSpawOrigin, vSpawnAngles ) == true )
{
float flDistanceFromSpawn = (pObject->GetAbsOrigin() - vSpawOrigin ).Length();
if ( flDistanceFromSpawn > WEAPON_MAX_DISTANCE_FROM_SPAWN )
{
bool shouldReset = false;
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
if ( pPhysics )
{
shouldReset = pPhysics->IsAsleep();
}
else
{
shouldReset = (pObject->GetFlags() & FL_ONGROUND) ? true : false;
}
if ( shouldReset )
{
pObject->Teleport( &vSpawOrigin, &vSpawnAngles, NULL );
pObject->EmitSound( "AlyxEmp.Charge" );
IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
if ( pPhys )
{
pPhys->Wake();
}
}
}
}
}
}
}
}
//=========================================================
//AddLevelDesignerPlacedWeapon
//=========================================================
void CHL2MPRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
{
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) == -1 )
{
m_hRespawnableItemsAndWeapons.AddToTail( pEntity );
}
}
//=========================================================
//RemoveLevelDesignerPlacedWeapon
//=========================================================
void CHL2MPRules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity )
{
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) != -1 )
{
m_hRespawnableItemsAndWeapons.FindAndRemove( pEntity );
}
}
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHL2MPRules::VecItemRespawnSpot( CItem *pItem )
{
return pItem->GetOriginalSpawnOrigin();
}
//=========================================================
// What angles should this item use to respawn?
//=========================================================
QAngle CHL2MPRules::VecItemRespawnAngles( CItem *pItem )
{
return pItem->GetOriginalSpawnAngles();
}
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CHL2MPRules::FlItemRespawnTime( CItem *pItem )
{
return sv_hl2mp_item_respawn_time.GetFloat();
}
//=========================================================
// CanHaveWeapon - returns false if the player is not allowed
// to pick up this weapon
//=========================================================
bool CHL2MPRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem )
{
if ( weaponstay.GetInt() > 0 )
{
if ( pPlayer->Weapon_OwnsThisType( pItem->GetClassname(), pItem->GetSubType() ) )
return false;
}
return BaseClass::CanHavePlayerItem( pPlayer, pItem );
}
#endif
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CHL2MPRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) )
{
return GR_WEAPON_RESPAWN_NO;
}
#endif
return GR_WEAPON_RESPAWN_YES;
}
//-----------------------------------------------------------------------------
// Purpose: Player has just left the game
//-----------------------------------------------------------------------------
void CHL2MPRules::ClientDisconnected( edict_t *pClient )
{
#ifndef CLIENT_DLL
// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
if ( pPlayer )
{
// Remove the player from his team
if ( pPlayer->GetTeam() )
{
pPlayer->GetTeam()->RemovePlayer( pPlayer );
}
}
BaseClass::ClientDisconnected( pClient );
#endif
}
//=========================================================
// Deathnotice.
//=========================================================
void CHL2MPRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
#ifndef CLIENT_DLL
// Work out what killed the player, and send a message to all clients about it
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
int killer_ID = 0;
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
// Custom kill type?
if ( info.GetDamageCustom() )
{
killer_weapon_name = GetDamageCustomString( info );
if ( pScorer )
{
killer_ID = pScorer->GetUserID();
}
}
else
{
// Is the killer a client?
if ( pScorer )
{
killer_ID = pScorer->GetUserID();
if ( pInflictor )
{
if ( pInflictor == pScorer )
{
// If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pScorer->GetActiveWeapon() )
{
killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname();
}
}
else
{
killer_weapon_name = pInflictor->GetClassname(); // it's just that easy
}
}
}
else
{
killer_weapon_name = pInflictor->GetClassname();
}
// strip the NPC_* or weapon_* from the inflictor's classname
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
{
killer_weapon_name += 7;
}
else if ( strncmp( killer_weapon_name, "npc_", 4 ) == 0 )
{
killer_weapon_name += 4;
}
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
{
killer_weapon_name += 5;
}
else if ( strstr( killer_weapon_name, "physics" ) )
{
killer_weapon_name = "physics";
}
if ( strcmp( killer_weapon_name, "prop_combine_ball" ) == 0 )
{
killer_weapon_name = "combine_ball";
}
else if ( strcmp( killer_weapon_name, "grenade_ar2" ) == 0 )
{
killer_weapon_name = "smg1_grenade";
}
else if ( strcmp( killer_weapon_name, "satchel" ) == 0 || strcmp( killer_weapon_name, "tripmine" ) == 0)
{
killer_weapon_name = "slam";
}
}
IGameEvent *event = gameeventmanager->CreateEvent( "player_death" );
if( event )
{
event->SetInt("userid", pVictim->GetUserID() );
event->SetInt("attacker", killer_ID );
event->SetString("weapon", killer_weapon_name );
event->SetInt( "priority", 7 );
gameeventmanager->FireEvent( event );
}
#endif
}
void CHL2MPRules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
#ifndef CLIENT_DLL
CHL2MP_Player *pHL2Player = ToHL2MPPlayer( pPlayer );
if ( pHL2Player == NULL )
return;
const char *pCurrentModel = modelinfo->GetModelName( pPlayer->GetModel() );
const char *szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_playermodel" );
//If we're different.
if ( stricmp( szModelName, pCurrentModel ) )
{
//Too soon, set the cvar back to what it was.
//Note: this will make this function be called again
//but since our models will match it'll just skip this whole dealio.
if ( pHL2Player->GetNextModelChangeTime() >= gpGlobals->curtime )
{
char szReturnString[512];
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel );
engine->ClientCommand ( pHL2Player->edict(), szReturnString );
Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pHL2Player->GetNextModelChangeTime() - gpGlobals->curtime) );
ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString );
return;
}
if ( HL2MPRules()->IsTeamplay() == false )
{
pHL2Player->SetPlayerModel();
const char *pszCurrentModelName = modelinfo->GetModelName( pHL2Player->GetModel() );
char szReturnString[128];
Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString );
}
else
{
if ( Q_stristr( szModelName, "models/human") )
{
pHL2Player->ChangeTeam( TEAM_REBELS );
}
else
{
pHL2Player->ChangeTeam( TEAM_COMBINE );
}
}
}
if ( sv_report_client_settings.GetInt() == 1 )
{
UTIL_LogPrintf( "\"%s\" cl_cmdrate = \"%s\"\n", pHL2Player->GetPlayerName(), engine->GetClientConVarValue( pHL2Player->entindex(), "cl_cmdrate" ));
}
BaseClass::ClientSettingsChanged( pPlayer );
#endif
}
int CHL2MPRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
#ifndef CLIENT_DLL
// half life multiplay has a simple concept of Player Relationships.
// you are either on another player's team, or you are not.
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false )
return GR_NOTTEAMMATE;
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
{
return GR_TEAMMATE;
}
#endif
return GR_NOTTEAMMATE;
}
const char *CHL2MPRules::GetGameDescription( void )
{
if ( IsTeamplay() )
return "Team Deathmatch";
return "Deathmatch";
}
bool CHL2MPRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
return true;
}
float CHL2MPRules::GetMapRemainingTime()
{
// if timelimit is disabled, return 0
if ( mp_timelimit.GetInt() <= 0 )
return 0;
// timelimit is in minutes
float timeleft = (m_flGameStartTime + mp_timelimit.GetInt() * 60.0f ) - gpGlobals->curtime;
return timeleft;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPRules::Precache( void )
{
CBaseEntity::PrecacheScriptSound( "AlyxEmp.Charge" );
}
bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
V_swap(collisionGroup0,collisionGroup1);
}
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
collisionGroup1 == COLLISION_GROUP_WEAPON )
{
return false;
}
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
}
bool CHL2MPRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
#ifndef CLIENT_DLL
if( BaseClass::ClientCommand( pEdict, args ) )
return true;
CHL2MP_Player *pPlayer = (CHL2MP_Player *) pEdict;
if ( pPlayer->ClientCommand( args ) )
return true;
#endif
return false;
}
// shared ammo definition
// JAY: Trying to make a more physical bullet response
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
// exaggerate all of the forces, but use real numbers to keep them consistent
#define BULLET_IMPULSE_EXAGGERATION 3.5
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
CAmmoDef *GetAmmoDef()
{
static CAmmoDef def;
static bool bInitted = false;
if ( !bInitted )
{
bInitted = true;
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, 3, 0, 0 );
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, BULLET_IMPULSE(200, 1225), 0 );
def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, BULLET_IMPULSE(800, 5000), 0 );
def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, BULLET_IMPULSE(800, 8000), 0 );
def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0 );
def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 );
def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 );
def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 );
def.AddAmmoType("slam", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 );
}
return &def;
}
#ifdef CLIENT_DLL
ConVar cl_autowepswitch(
"cl_autowepswitch",
"1",
FCVAR_ARCHIVE | FCVAR_USERINFO,
"Automatically switch to picked up weapons (if more powerful)" );
#else
#ifdef DEBUG
// Handler for the "bot" command.
void Bot_f()
{
// Look at -count.
int count = 1;
count = clamp( count, 1, 16 );
int iTeam = TEAM_COMBINE;
// Look at -frozen.
bool bFrozen = false;
// Ok, spawn all the bots.
while ( --count >= 0 )
{
BotPutInServer( bFrozen, iTeam );
}
}
ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT );
#endif
bool CHL2MPRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
{
if ( pPlayer->GetActiveWeapon() && pPlayer->IsNetClient() )
{
// Player has an active item, so let's check cl_autowepswitch.
const char *cl_autowepswitch = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_autowepswitch" );
if ( cl_autowepswitch && atoi( cl_autowepswitch ) <= 0 )
{
return false;
}
}
return BaseClass::FShouldSwitchWeapon( pPlayer, pWeapon );
}
#endif
#ifndef CLIENT_DLL
void CHL2MPRules::RestartGame()
{
// bounds check