amxmodx/dlls/ns/GameManager.cpp
2007-08-02 16:20:32 +00:00

121 lines
3.6 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.
*/
/* This holds the functions which determine which hooks I need forwareded */
#include "sdk/amxxmodule.h"
#include "ns.h"
#include "utilfunctions.h"
#include "GameManager.h"
#include "CPlayer.h"
void GameManager::HookPreThink(void)
{
// Only need to hook prethink if at least 1 plugins has any of these forwards:
// client_spawn, client_changeteam, client_changeclass
if (UTIL_CheckForPublic("client_spawn") ||
UTIL_CheckForPublic("client_changeteam") ||
UTIL_CheckForPublic("client_changeclass"))
{
g_pFunctionTable->pfnPlayerPreThink=PlayerPreThink;
return;
}
g_pFunctionTable->pfnPlayerPreThink=NULL;
};
void GameManager::HookPostThink_Post(void)
{
int i=0;
while (i++<gpGlobals->maxClients)
{
if (GET_PLAYER_I(i)->NeedPostThink_Post())
{
g_pFunctionTable_Post->pfnPlayerPostThink=PlayerPostThink_Post;
return;
}
}
g_pFunctionTable_Post->pfnPlayerPostThink=NULL;
};
void GameManager::HookPreThink_Post(void)
{
int i=1;
while (i<gpGlobals->maxClients)
{
if (GET_PLAYER_I(i++)->NeedPreThink_Post())
{
g_pFunctionTable_Post->pfnPlayerPreThink=PlayerPreThink_Post;
return;
}
}
g_pFunctionTable_Post->pfnPlayerPreThink=NULL;
};
void GameManager::HookUpdateClientData(void)
{
int i=1;
while (i<gpGlobals->maxClients)
{
if (GET_PLAYER_I(i++)->NeedUpdateClientData())
{
g_pFunctionTable->pfnUpdateClientData=UpdateClientData;
return;
}
}
g_pFunctionTable->pfnUpdateClientData=NULL;
};
void GameManager::HookLogs()
{
// These forwards only are needed in classic NS
if (!IsCombat() && UTIL_CheckForPublic("client_built"))
{
// Only hook if this public exists (wasteful otherwise)
m_BuiltForward = MF_RegisterForward("client_built", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_DONE);
g_pengfuncsTable_Post->pfnAlertMessage=AlertMessage_Post;
g_pengfuncsTable_Post->pfnCreateNamedEntity=CreateNamedEntity_Post;
}
else
{
// no need for these hooks in co
g_pengfuncsTable_Post->pfnAlertMessage=NULL;
g_pengfuncsTable_Post->pfnCreateNamedEntity=NULL;
}
};