ReGameDLL_CS/regamedll/regamedll/regamedll_interfaces_impl.cpp

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/*
*
* 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.
*
*/
#include "precompiled.h"
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void CCSEntity::FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker) {
m_pContainingEntity->FireBullets(iShots, vecSrc, vecDirShooting, vecSpread, flDistance, iBulletType, iTracerFreq, iDamage, pevAttacker);
};
Vector CCSEntity::FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand) {
return m_pContainingEntity->FireBullets3(vecSrc, vecDirShooting, vecSpread, flDistance, iPenetration, iBulletType, iDamage, flRangeModifier, pevAttacker, bPistol, shared_rand);
};
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bool CCSPlayer::JoinTeam(TeamName team)
{
CBasePlayer *pPlayer = BasePlayer();
switch (team)
{
case SPECTATOR:
{
// are we already a spectator?
if (pPlayer->m_iTeam == SPECTATOR)
return false;
pPlayer->RemoveAllItems(TRUE);
pPlayer->m_bHasC4 = false;
pPlayer->m_iTeam = SPECTATOR;
pPlayer->m_iJoiningState = JOINED;
pPlayer->m_pIntroCamera = NULL;
pPlayer->m_bTeamChanged = true;
pPlayer->TeamChangeUpdate();
edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(pPlayer);
pPlayer->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
// do we have fadetoblack on? (need to fade their screen back in)
if (fadetoblack.value)
{
UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 0.001, 0, 0, FFADE_IN);
}
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CSGameRules()->CheckWinConditions();
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return true;
}
case CT:
case TERRORIST:
{
if (pPlayer->m_iTeam == SPECTATOR)
{
// If they're switching into spectator, setup spectator properties..
pPlayer->m_bNotKilled = true;
pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE;
pPlayer->m_iTeamKills = 0;
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if (pPlayer->m_iAccount < int(startmoney.value)) {
pPlayer->m_iAccount = int(startmoney.value);
}
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pPlayer->pev->solid = SOLID_NOT;
pPlayer->pev->movetype = MOVETYPE_NOCLIP;
pPlayer->pev->effects = EF_NODRAW;
pPlayer->pev->effects |= EF_NOINTERP;
pPlayer->pev->takedamage = DAMAGE_NO;
pPlayer->pev->deadflag = DEAD_DEAD;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->m_bHasNightVision = false;
pPlayer->m_iHostagesKilled = 0;
pPlayer->m_fDeadTime = 0;
pPlayer->has_disconnected = false;
pPlayer->m_iJoiningState = GETINTOGAME;
pPlayer->SendItemStatus();
SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1);
SET_MODEL(ENT(pPlayer->pev), "models/player.mdl");
}
break;
}
}
if (pPlayer->pev->deadflag == DEAD_NO)
{
ClientKill(pPlayer->edict());
pPlayer->pev->frags++;
}
MESSAGE_BEGIN(MSG_BROADCAST, gmsgScoreInfo);
WRITE_BYTE(ENTINDEX(pPlayer->edict()));
WRITE_SHORT(int(pPlayer->pev->frags));
WRITE_SHORT(pPlayer->m_iDeaths);
WRITE_SHORT(0);
WRITE_SHORT(0);
MESSAGE_END();
// Switch their actual team...
pPlayer->m_bTeamChanged = true;
pPlayer->m_iTeam = team;
pPlayer->TeamChangeUpdate();
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CSGameRules()->CheckWinConditions();
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return true;
}
bool CCSPlayer::RemovePlayerItem(const char* pszItemName)
{
if (!pszItemName)
return false;
CBasePlayer *pPlayer = BasePlayer();
// if it item_ ?
if (pszItemName[0] == 'i') {
pszItemName += sizeof("item_") - 1;
// item_thighpack
if (FStrEq(pszItemName, "thighpack"))
{
// if we don't have it?
if (!pPlayer->m_bHasDefuser)
return false;
pPlayer->m_bHasDefuser = false;
pPlayer->pev->body = 0;
MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev);
WRITE_BYTE(STATUSICON_HIDE);
WRITE_STRING("defuser");
MESSAGE_END();
pPlayer->SendItemStatus();
}
// item_longjump
else if (FStrEq(pszItemName, "longjump"))
{
// if we don't have it?
if (!pPlayer->m_fLongJump)
return false;
pPlayer->m_fLongJump = FALSE;
SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "0");
}
// item_assaultsuit
else if (FStrEq(pszItemName, "assaultsuit"))
{
// if we don't have it?
if (pPlayer->m_iKevlar != ARMOR_VESTHELM)
return false;
pPlayer->m_iKevlar = ARMOR_NONE;
pPlayer->pev->armorvalue = 0;
MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev);
WRITE_BYTE(0);
MESSAGE_END();
}
// item_kevlar
else if (FStrEq(pszItemName, "kevlar"))
{
// if we don't have it?
if (pPlayer->m_iKevlar != ARMOR_KEVLAR)
return false;
pPlayer->m_iKevlar = ARMOR_NONE;
pPlayer->pev->armorvalue = 0;
}
else
return false;
return true;
}
else if (FStrEq(pszItemName, "weapon_shield")) {
if (!pPlayer->HasShield())
return false;
bool bIsProtectedShield = pPlayer->IsProtectedByShield();
pPlayer->RemoveShield();
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pPlayer->m_pActiveItem);
if (pWeapon)
{
if (!pWeapon->CanHolster())
return false;
if (pWeapon->m_iId == WEAPON_HEGRENADE || pWeapon->m_iId == WEAPON_FLASHBANG || pWeapon->m_iId == WEAPON_SMOKEGRENADE)
{
if (pPlayer->m_rgAmmo[ pWeapon->m_iPrimaryAmmoType ] <= 0)
g_pGameRules->GetNextBestWeapon(pPlayer, pWeapon);
}
if (pWeapon->m_flStartThrow != 0.0f)
pWeapon->Holster();
if (pPlayer->IsReloading())
{
pWeapon->m_fInReload = FALSE;
pPlayer->m_flNextAttack = 0;
}
if (bIsProtectedShield)
pWeapon->SecondaryAttack();
pWeapon->Deploy();
}
return true;
}
for (auto pItem : pPlayer->m_rgpPlayerItems) {
while (pItem != nullptr)
{
if (FClassnameIs(pItem->pev, pszItemName))
{
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pItem);
if (pWeapon->IsWeapon())
{
if (FClassnameIs(pWeapon->pev, "weapon_c4"))
{
pPlayer->m_bHasC4 = false;
pPlayer->pev->body = 0;
pPlayer->SetBombIcon(FALSE);
pPlayer->SetProgressBarTime(0);
}
pWeapon->RetireWeapon();
}
if (pWeapon->iItemSlot() == PRIMARY_WEAPON_SLOT) {
pPlayer->m_bHasPrimary = false;
}
pPlayer->pev->weapons &= ~(1 << pItem->m_iId);
pPlayer->RemovePlayerItem(pItem);
pItem->Kill();
return true;
}
pItem = pItem->m_pNext;
}
}
return false;
}
void CCSPlayer::GiveNamedItemEx(const char *pszName)
{
CBasePlayer *pPlayer = BasePlayer();
if (FStrEq(pszName, "weapon_c4")) {
pPlayer->m_bHasC4 = true;
pPlayer->SetBombIcon();
if (pPlayer->m_iTeam == TERRORIST) {
pPlayer->pev->body = 1;
}
} else if (FStrEq(pszName, "weapon_shield")) {
DropPrimary(pPlayer);
pPlayer->GiveShield();
return;
}
pPlayer->GiveNamedItemEx(pszName);
}
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bool CCSPlayer::IsConnected() const { return m_pContainingEntity->has_disconnected == false; }
void CCSPlayer::SetAnimation(PLAYER_ANIM playerAnim) { BasePlayer()->SetAnimation(playerAnim); }
void CCSPlayer::AddAccount(int amount, RewardType type, bool bTrackChange) { BasePlayer()->AddAccount(amount, type, bTrackChange); }
void CCSPlayer::GiveNamedItem(const char *pszName) { BasePlayer()->GiveNamedItem(pszName); }
void CCSPlayer::GiveDefaultItems() { BasePlayer()->GiveDefaultItems(); }
void CCSPlayer::GiveShield(bool bDeploy) { BasePlayer()->GiveShield(bDeploy); }
void CCSPlayer::DropShield(bool bDeploy) { BasePlayer()->DropShield(bDeploy); }
void CCSPlayer::DropPlayerItem(const char *pszItemName) { BasePlayer()->DropPlayerItem(pszItemName); }
void CCSPlayer::RemoveShield() { BasePlayer()->RemoveShield(); }
void CCSPlayer::RemoveAllItems(bool bRemoveSuit) { BasePlayer()->RemoveAllItems(bRemoveSuit ? TRUE : FALSE); }
void CCSPlayer::SetPlayerModel(bool bHasC4) { BasePlayer()->SetPlayerModel(bHasC4 ? TRUE : FALSE); }
void CCSPlayer::SetPlayerModelEx(const char *modelName) { strncpy(m_szModel, modelName, sizeof(m_szModel) - 1); m_szModel[sizeof(m_szModel) - 1] = '\0'; };
void CCSPlayer::SetNewPlayerModel(const char *modelName) { BasePlayer()->SetNewPlayerModel(modelName); }
void CCSPlayer::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3) { BasePlayer()->ClientCommand(cmd, arg1, arg2, arg3); }
void CCSPlayer::SetProgressBarTime(int time) { BasePlayer()->SetProgressBarTime(time); }
void CCSPlayer::SetProgressBarTime2(int time, float timeElapsed) { BasePlayer()->SetProgressBarTime2(time, timeElapsed); }
edict_t *CCSPlayer::EntSelectSpawnPoint() { return BasePlayer()->EntSelectSpawnPoint(); }
void CCSPlayer::SendItemStatus() { BasePlayer()->SendItemStatus(); }
void CCSPlayer::SetBombIcon(bool bFlash) { BasePlayer()->SetBombIcon(bFlash ? TRUE : FALSE); }
void CCSPlayer::SetScoreAttrib(CBasePlayer *dest) { BasePlayer()->SetScoreAttrib(dest); }
void CCSPlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, bool bForceRefill) { BasePlayer()->ReloadWeapons(pWeapon, bForceReload, bForceRefill); }
void CCSPlayer::Observer_SetMode(int iMode) { BasePlayer()->Observer_SetMode(iMode); }
bool CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot) { return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot); }
bool CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon) { return BasePlayer()->SwitchWeapon(pWeapon) != FALSE; }
void CCSPlayer::SwitchTeam() { BasePlayer()->SwitchTeam(); }
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void CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle) { BasePlayer()->StartObserver(vecPosition, vecViewAngle); }
void CCSPlayer::TeamChangeUpdate() { BasePlayer()->TeamChangeUpdate(); }