mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 14:55:36 +03:00
215 lines
5.0 KiB
C++
215 lines
5.0 KiB
C++
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Natural Selection Module
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//
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/* Calls going from the engine to the game dll are handled here */
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#include "sdk/amxxmodule.h"
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#include "ns.h"
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#include "utilfunctions.h"
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#include "SpawnManager.h"
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#include "GameManager.h"
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#include "CPlayer.h"
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#include "MessageHandler.h"
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#include "LocationManager.h"
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#include "ParticleManager.h"
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LocationManager LocationMan;
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GameManager GameMan;
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SpawnManager SpawnMan;
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extern edict_t* avhgameplay;
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CPlayer g_player[33];
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extern void *GameRules;
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bool NEW_Initialized=false;
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edict_t *NEW_FirstEdict=NULL;
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/**
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* This is only called during the CountDown
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* This call will unhook itself with Metamod
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* when it is finished.
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*/
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void StartFrame()
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{
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GameMan.StartFrame();
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RETURN_META(MRES_IGNORED);
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}
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/**
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* Check spawning for:
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* - Worldspawn
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* - Initialize NEW_Utilities
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* - Clear CPlayer / CSpawn data
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* - info_team_start (team spawn point)
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* - Save in list
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* - info_player_start (ready room spawn point)
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* - Save in list
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*/
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int DispatchSpawn(edict_t *pEntity)
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{
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if (!NEW_Initialized)
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{
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NEW_Initialize(pEntity);
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}
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if (ENTINDEX_NEW(pEntity)==0) // worldspawn
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{
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int i=0;
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while (i<=32)
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{
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GET_PLAYER_I(i++)->Reset();
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}
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LocationMan.Clear();
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SpawnMan.Clear();
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}
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else if (FStrEq(STRING(pEntity->v.classname),"info_player_start"))
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{
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// Mark down the ready room spawn point.
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SpawnMan.InsertReadyRoom(pEntity);
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}
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else if (FStrEq(STRING(pEntity->v.classname),"info_team_start"))
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{
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// Mark down the team based spawn point.
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SpawnMan.Insert(pEntity);
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}
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else if (FStrEq(STRING(pEntity->v.classname),"env_particles_custom"))
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{
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ParticleMan.Add(STRING(pEntity->v.targetname),0);
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}
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RETURN_META_VALUE(MRES_IGNORED, 0);
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}
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void DispatchKeyValue(edict_t *pEntity,KeyValueData *pkvd)
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{
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if (strcmp(pkvd->szKeyName,"locationname")==0)
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{
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if (pkvd->szClassName && strcmp(pkvd->szClassName,"info_location")==0)
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{
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// this is a BSP model, so calling SetModel
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// will update the mins/maxs
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SET_MODEL(pEntity,STRING(pEntity->v.model));
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// Add it to our list
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LocationMan.Add(pkvd->szValue,pEntity);
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RETURN_META(MRES_IGNORED);
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}
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}
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RETURN_META(MRES_IGNORED);
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}
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void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
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{
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// Reset CPlayer classes (again?)
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for(int i = 1; i <= gpGlobals->maxClients;i++)
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{
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CPlayer *player=GET_PLAYER_I(i);
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player->FullReset();
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player->SetEdict(pEdictList + i);
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}
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GameRules=NULL;
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RETURN_META(MRES_IGNORED);
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}
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void ServerActivate_Post(edict_t *pEdictList, int edictCount, int clientMax)
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{
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Initialize_MessageHandler();
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g_pFunctionTable_Post->pfnServerActivate=NULL;
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RETURN_META(MRES_IGNORED);
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}
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/**
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* PlayerPreThink, PlayerPreThink_Post and PlayerPostThink_Post
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* all disable their Metamod hook calls when they are no longer needed.
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* (Actually it is disabled in the native calls)
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*/
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void PlayerPreThink(edict_t *pEntity)
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{
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GET_PLAYER_E(pEntity)->PreThink();
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RETURN_META(MRES_IGNORED);
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}
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void PlayerPreThink_Post(edict_t *pEntity)
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{
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GET_PLAYER_E(pEntity)->PreThink_Post();
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RETURN_META(MRES_IGNORED);
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}
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void PlayerPostThink_Post(edict_t *pEntity)
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{
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GET_PLAYER_E(pEntity)->PostThink_Post();
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RETURN_META(MRES_IGNORED);
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}
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// Map is changing/server is shutting down.
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// We do all cleanup routines here, since, as noted in metamod's dllapi
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// ServerDeactivate is the very last function called before the server loads up a new map.
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void ServerDeactivate(void)
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{
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for (int i=1;i<=gpGlobals->maxClients;i++)
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{
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GET_PLAYER_I(i)->Disconnect();
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}
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GameRules = NULL;
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avhgameplay = NULL;
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RETURN_META(MRES_IGNORED);
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}
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// Reset player data here..
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qboolean ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ])
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{
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// Client's connecting. Freshen up his save data, and mark him as being connected.
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GET_PLAYER_E(pEntity)->Connect();
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RETURN_META_VALUE(MRES_HANDLED,0);
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}
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void ClientDisconnect(edict_t *pEntity)
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{
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// Client is disconnecting, clear all his saved information.
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GET_PLAYER_E(pEntity)->Disconnect(1);
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RETURN_META(MRES_HANDLED);
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}
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/**
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* NS resets pev->fov every single frame, but this is called right before the data is sent to the client.
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* Reset FOV if we need to.
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* -
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* NOTE: This function is not called if no clients have FoV changed
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*/
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void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
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{
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GET_PLAYER_E(const_cast<edict_t *>(static_cast<const edict_t *>(ent)))->UpdateFOV();
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RETURN_META(MRES_HANDLED);
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}
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