mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 14:55:36 +03:00
235 lines
6.0 KiB
C++
235 lines
6.0 KiB
C++
|
/* AMX Mod X
|
||
|
* Natural Selection Module
|
||
|
*
|
||
|
* by the AMX Mod X Development Team
|
||
|
*
|
||
|
* This file is part of AMX Mod X.
|
||
|
*
|
||
|
*
|
||
|
* This program is free software; you can redistribute it and/or modify it
|
||
|
* under the terms of the GNU General Public License as published by the
|
||
|
* Free Software Foundation; either version 2 of the License, or (at
|
||
|
* your option) any later version.
|
||
|
*
|
||
|
* This program is distributed in the hope that it will be useful, but
|
||
|
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||
|
* General Public License for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License
|
||
|
* along with this program; if not, write to the Free Software Foundation,
|
||
|
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||
|
*
|
||
|
* In addition, as a special exception, the author gives permission to
|
||
|
* link the code of this program with the Half-Life Game Engine ("HL
|
||
|
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||
|
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||
|
* respects for all of the code used other than the HL Engine and MODs
|
||
|
* from Valve. If you modify this file, you may extend this exception
|
||
|
* to your version of the file, but you are not obligated to do so. If
|
||
|
* you do not wish to do so, delete this exception statement from your
|
||
|
* version.
|
||
|
*/
|
||
|
|
||
|
/* Calls going from the engine to the game dll are handled here */
|
||
|
|
||
|
#include "sdk/amxxmodule.h"
|
||
|
|
||
|
|
||
|
#include "ns.h"
|
||
|
#include "utilfunctions.h"
|
||
|
|
||
|
#include "SpawnManager.h"
|
||
|
|
||
|
#include "GameManager.h"
|
||
|
#include "CPlayer.h"
|
||
|
#include "MessageHandler.h"
|
||
|
#include "LocationManager.h"
|
||
|
#include "ParticleManager.h"
|
||
|
|
||
|
LocationManager LocationMan;
|
||
|
GameManager GameMan;
|
||
|
SpawnManager SpawnMan;
|
||
|
|
||
|
extern edict_t* avhgameplay;
|
||
|
|
||
|
CPlayer g_player[33];
|
||
|
extern void *GameRules;
|
||
|
|
||
|
bool NEW_Initialized=false;
|
||
|
edict_t *NEW_FirstEdict=NULL;
|
||
|
|
||
|
/**
|
||
|
* This is only called during the CountDown
|
||
|
* This call will unhook itself with Metamod
|
||
|
* when it is finished.
|
||
|
*/
|
||
|
void StartFrame()
|
||
|
{
|
||
|
GameMan.StartFrame();
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Check spawning for:
|
||
|
* - Worldspawn
|
||
|
* - Initialize NEW_Utilities
|
||
|
* - Clear CPlayer / CSpawn data
|
||
|
* - info_team_start (team spawn point)
|
||
|
* - Save in list
|
||
|
* - info_player_start (ready room spawn point)
|
||
|
* - Save in list
|
||
|
*/
|
||
|
int DispatchSpawn(edict_t *pEntity)
|
||
|
{
|
||
|
if (!NEW_Initialized)
|
||
|
{
|
||
|
NEW_Initialize(pEntity);
|
||
|
}
|
||
|
if (ENTINDEX_NEW(pEntity)==0) // worldspawn
|
||
|
{
|
||
|
int i=0;
|
||
|
while (i<=32)
|
||
|
{
|
||
|
GET_PLAYER_I(i++)->Reset();
|
||
|
}
|
||
|
|
||
|
LocationMan.Clear();
|
||
|
|
||
|
SpawnMan.Clear();
|
||
|
|
||
|
}
|
||
|
else if (FStrEq(STRING(pEntity->v.classname),"info_player_start"))
|
||
|
{
|
||
|
// Mark down the ready room spawn point.
|
||
|
SpawnMan.InsertReadyRoom(pEntity);
|
||
|
}
|
||
|
else if (FStrEq(STRING(pEntity->v.classname),"info_team_start"))
|
||
|
{
|
||
|
// Mark down the team based spawn point.
|
||
|
SpawnMan.Insert(pEntity);
|
||
|
}
|
||
|
|
||
|
else if (FStrEq(STRING(pEntity->v.classname),"env_particles_custom"))
|
||
|
{
|
||
|
ParticleMan.Add(STRING(pEntity->v.targetname),0);
|
||
|
}
|
||
|
|
||
|
RETURN_META_VALUE(MRES_IGNORED, 0);
|
||
|
}
|
||
|
|
||
|
void DispatchKeyValue(edict_t *pEntity,KeyValueData *pkvd)
|
||
|
{
|
||
|
if (strcmp(pkvd->szKeyName,"locationname")==0)
|
||
|
{
|
||
|
if (pkvd->szClassName && strcmp(pkvd->szClassName,"info_location")==0)
|
||
|
{
|
||
|
// this is a BSP model, so calling SetModel
|
||
|
// will update the mins/maxs
|
||
|
SET_MODEL(pEntity,STRING(pEntity->v.model));
|
||
|
|
||
|
// Add it to our list
|
||
|
LocationMan.Add(pkvd->szValue,pEntity);
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
}
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
|
||
|
{
|
||
|
// Reset CPlayer classes (again?)
|
||
|
for(int i = 1; i <= gpGlobals->maxClients;i++)
|
||
|
{
|
||
|
|
||
|
CPlayer *player=GET_PLAYER_I(i);
|
||
|
|
||
|
player->FullReset();
|
||
|
|
||
|
player->SetEdict(pEdictList + i);
|
||
|
|
||
|
}
|
||
|
|
||
|
GameRules=NULL;
|
||
|
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
void ServerActivate_Post(edict_t *pEdictList, int edictCount, int clientMax)
|
||
|
{
|
||
|
Initialize_MessageHandler();
|
||
|
|
||
|
g_pFunctionTable_Post->pfnServerActivate=NULL;
|
||
|
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* PlayerPreThink, PlayerPreThink_Post and PlayerPostThink_Post
|
||
|
* all disable their Metamod hook calls when they are no longer needed.
|
||
|
* (Actually it is disabled in the native calls)
|
||
|
*/
|
||
|
void PlayerPreThink(edict_t *pEntity)
|
||
|
{
|
||
|
GET_PLAYER_E(pEntity)->PreThink();
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
void PlayerPreThink_Post(edict_t *pEntity)
|
||
|
{
|
||
|
GET_PLAYER_E(pEntity)->PreThink_Post();
|
||
|
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
void PlayerPostThink_Post(edict_t *pEntity)
|
||
|
{
|
||
|
GET_PLAYER_E(pEntity)->PostThink_Post();
|
||
|
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Map is changing/server is shutting down.
|
||
|
// We do all cleanup routines here, since, as noted in metamod's dllapi
|
||
|
// ServerDeactivate is the very last function called before the server loads up a new map.
|
||
|
void ServerDeactivate(void)
|
||
|
{
|
||
|
for (int i=1;i<=gpGlobals->maxClients;i++)
|
||
|
{
|
||
|
GET_PLAYER_I(i)->Disconnect();
|
||
|
}
|
||
|
GameRules = NULL;
|
||
|
avhgameplay = NULL;
|
||
|
RETURN_META(MRES_IGNORED);
|
||
|
}
|
||
|
|
||
|
// Reset player data here..
|
||
|
qboolean ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ])
|
||
|
{
|
||
|
// Client's connecting. Freshen up his save data, and mark him as being connected.
|
||
|
GET_PLAYER_E(pEntity)->Connect();
|
||
|
|
||
|
RETURN_META_VALUE(MRES_HANDLED,0);
|
||
|
}
|
||
|
void ClientDisconnect(edict_t *pEntity)
|
||
|
{
|
||
|
// Client is disconnecting, clear all his saved information.
|
||
|
GET_PLAYER_E(pEntity)->Disconnect(1);
|
||
|
|
||
|
RETURN_META(MRES_HANDLED);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* NS resets pev->fov every single frame, but this is called right before the data is sent to the client.
|
||
|
* Reset FOV if we need to.
|
||
|
* -
|
||
|
* NOTE: This function is not called if no clients have FoV changed
|
||
|
*/
|
||
|
void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
|
||
|
{
|
||
|
GET_PLAYER_E(const_cast<edict_t *>(static_cast<const edict_t *>(ent)))->UpdateFOV();
|
||
|
|
||
|
RETURN_META(MRES_HANDLED);
|
||
|
|
||
|
}
|