/* * * 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" EXT_FUNC bool CCSPlayer::JoinTeam(TeamName team) { CBasePlayer *pPlayer = BasePlayer(); switch (team) { case SPECTATOR: { // are we already a spectator? if (pPlayer->m_iTeam == SPECTATOR) return false; // not necessary to trigger death event, just died quietly pPlayer->pev->deadflag = DEAD_DEAD; pPlayer->pev->health = 0; pPlayer->RemoveAllItems(TRUE); pPlayer->m_bHasC4 = false; pPlayer->m_iTeam = SPECTATOR; pPlayer->m_iJoiningState = JOINED; pPlayer->m_pIntroCamera = nullptr; 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); } CSGameRules()->CheckWinConditions(); return true; } case CT: case TERRORIST: { if (pPlayer->m_iTeam == SPECTATOR || pPlayer->m_iTeam == UNASSIGNED) { // If they're switching into spectator, setup spectator properties.. pPlayer->m_bNotKilled = true; pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE; pPlayer->m_iTeamKills = 0; if (pPlayer->m_iAccount < int(startmoney.value)) { pPlayer->AddAccount(startmoney.value, RT_PLAYER_JOIN); } pPlayer->pev->solid = SOLID_NOT; pPlayer->pev->movetype = MOVETYPE_NOCLIP; pPlayer->pev->effects = (EF_NODRAW | 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; if (pPlayer->m_bJustConnected) { pPlayer->m_iObserverLastMode = OBS_ROAMING; pPlayer->m_iObserverC4State = 0; pPlayer->m_bObserverHasDefuser = false; pPlayer->SetObserverAutoDirector(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_ALL, 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(); return true; } EXT_FUNC bool CCSPlayer::RemovePlayerItemEx(const char* pszItemName, bool bRemoveAmmo) { 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, nullptr, 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, nullptr, 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")) { return RemoveShield(); } auto pItem = GetItemByName(pszItemName); if (pItem) { if (FClassnameIs(pItem->pev, "weapon_c4")) { pPlayer->m_bHasC4 = false; pPlayer->pev->body = 0; pPlayer->SetBombIcon(FALSE); pPlayer->SetProgressBarTime(0); } if (pItem->IsWeapon()) { if (pItem == pPlayer->m_pActiveItem) { ((CBasePlayerWeapon *)pItem)->RetireWeapon(); } if (bRemoveAmmo) { pPlayer->m_rgAmmo[ pItem->PrimaryAmmoIndex() ] = 0; } } if (pPlayer->RemovePlayerItem(pItem)) { pPlayer->pev->weapons &= ~(1 << pItem->m_iId); // No more weapon if ((pPlayer->pev->weapons & ~(1 << WEAPON_SUIT)) == 0) { pPlayer->m_iHideHUD |= HIDEHUD_WEAPONS; } pItem->Kill(); if (!pPlayer->m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]) { pPlayer->m_bHasPrimary = false; } return true; } } return false; } EXT_FUNC bool CCSPlayer::RemovePlayerItem(const char *pszItemName) { return RemovePlayerItemEx(pszItemName, false); } EXT_FUNC CBaseEntity *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")) { pPlayer->DropPrimary(); pPlayer->DropPlayerItem("weapon_elite"); pPlayer->GiveShield(); return nullptr; } return pPlayer->GiveNamedItemEx(pszName); } EXT_FUNC bool CCSPlayer::IsConnected() const { return m_pContainingEntity->has_disconnected == false; } EXT_FUNC void CCSPlayer::SetAnimation(PLAYER_ANIM playerAnim) { BasePlayer()->SetAnimation(playerAnim); } EXT_FUNC void CCSPlayer::AddAccount(int amount, RewardType type, bool bTrackChange) { BasePlayer()->AddAccount(amount, type, bTrackChange); } EXT_FUNC CBaseEntity *CCSPlayer::GiveNamedItem(const char *pszName) { return BasePlayer()->GiveNamedItem(pszName); } EXT_FUNC void CCSPlayer::GiveDefaultItems() { BasePlayer()->GiveDefaultItems(); } EXT_FUNC void CCSPlayer::GiveShield(bool bDeploy) { BasePlayer()->GiveShield(bDeploy); } EXT_FUNC void CCSPlayer::DropShield(bool bDeploy) { BasePlayer()->DropShield(bDeploy); } EXT_FUNC void CCSPlayer::DropPlayerItem(const char *pszItemName) { BasePlayer()->DropPlayerItem(pszItemName); } EXT_FUNC bool CCSPlayer::RemoveShield() { CBasePlayer *pPlayer = BasePlayer(); if (!pPlayer->HasShield()) return false; bool bIsProtectedShield = pPlayer->IsProtectedByShield(); pPlayer->RemoveShield(); CBasePlayerWeapon *pWeapon = static_cast(pPlayer->m_pActiveItem); if (pWeapon && pWeapon->IsWeapon()) { 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(); if (!pWeapon->Deploy()) return false; } return true; } EXT_FUNC void CCSPlayer::RemoveAllItems(bool bRemoveSuit) { BasePlayer()->RemoveAllItems(bRemoveSuit ? TRUE : FALSE); } EXT_FUNC void CCSPlayer::SetPlayerModel(bool bHasC4) { BasePlayer()->SetPlayerModel(bHasC4 ? TRUE : FALSE); } EXT_FUNC void CCSPlayer::SetPlayerModelEx(const char *modelName) { Q_strlcpy(m_szModel, modelName); } EXT_FUNC void CCSPlayer::SetNewPlayerModel(const char *modelName) { BasePlayer()->SetNewPlayerModel(STRING(ALLOC_STRING(modelName))); } EXT_FUNC void CCSPlayer::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3) { BasePlayer()->ClientCommand(cmd, arg1, arg2, arg3); } EXT_FUNC void CCSPlayer::SetProgressBarTime(int time) { BasePlayer()->SetProgressBarTime(time); } EXT_FUNC void CCSPlayer::SetProgressBarTime2(int time, float timeElapsed) { BasePlayer()->SetProgressBarTime2(time, timeElapsed); } EXT_FUNC edict_t *CCSPlayer::EntSelectSpawnPoint() { return BasePlayer()->EntSelectSpawnPoint(); } EXT_FUNC void CCSPlayer::SendItemStatus() { BasePlayer()->SendItemStatus(); } EXT_FUNC void CCSPlayer::SetBombIcon(bool bFlash) { BasePlayer()->SetBombIcon(bFlash ? TRUE : FALSE); } EXT_FUNC void CCSPlayer::SetScoreAttrib(CBasePlayer *dest) { BasePlayer()->SetScoreAttrib(dest); } EXT_FUNC void CCSPlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, bool bForceRefill) { BasePlayer()->ReloadWeapons(pWeapon, bForceReload, bForceRefill); } EXT_FUNC void CCSPlayer::Observer_SetMode(int iMode) { BasePlayer()->Observer_SetMode(iMode); } EXT_FUNC bool CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity *&pSpot) { return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot); } EXT_FUNC bool CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon) { return BasePlayer()->SwitchWeapon(pWeapon) != FALSE; } EXT_FUNC void CCSPlayer::SwitchTeam() { BasePlayer()->SwitchTeam(); } EXT_FUNC void CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle) { BasePlayer()->StartObserver(vecPosition, vecViewAngle); } EXT_FUNC void CCSPlayer::TeamChangeUpdate() { BasePlayer()->TeamChangeUpdate(); } EXT_FUNC void CCSPlayer::DropSecondary() { BasePlayer()->DropSecondary(); } EXT_FUNC void CCSPlayer::DropPrimary() { BasePlayer()->DropPrimary(); } EXT_FUNC bool CCSPlayer::HasPlayerItem(CBasePlayerItem *pCheckItem) { return BasePlayer()->HasPlayerItem(pCheckItem); } EXT_FUNC bool CCSPlayer::HasNamedPlayerItem(const char *pszItemName) { return BasePlayer()->HasNamedPlayerItem(pszItemName); } EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemById(WeaponIdType weaponID) { return BasePlayer()->GetItemById(weaponID); } EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemByName(const char *itemName) { return BasePlayer()->GetItemByName(itemName); } EXT_FUNC void CCSPlayer::Disappear() { BasePlayer()->Disappear(); } EXT_FUNC void CCSPlayer::MakeVIP() { BasePlayer()->MakeVIP(); } EXT_FUNC bool CCSPlayer::MakeBomber() { return BasePlayer()->MakeBomber(); } EXT_FUNC void CCSPlayer::ResetSequenceInfo() { BasePlayer()->ResetSequenceInfo(); } EXT_FUNC void CCSPlayer::StartDeathCam() { BasePlayer()->StartDeathCam(); } EXT_FUNC void CCSPlayer::SetSpawnProtection(float flProtectionTime) { BasePlayer()->SetSpawnProtection(flProtectionTime); } EXT_FUNC void CCSPlayer::RemoveSpawnProtection() { BasePlayer()->RemoveSpawnProtection(); } EXT_FUNC bool CCSPlayer::HintMessageEx(const char *pMessage, float duration, bool bDisplayIfPlayerDead, bool bOverride) { return BasePlayer()->HintMessageEx(pMessage, duration, bDisplayIfPlayerDead, bOverride); } EXT_FUNC bool CCSPlayer::CheckActivityInGame() { const CBasePlayer* pPlayer = BasePlayer(); const float deltaYaw = (m_vecOldvAngle.y - pPlayer->pev->v_angle.y); const float deltaPitch = (m_vecOldvAngle.x - pPlayer->pev->v_angle.x); m_vecOldvAngle = pPlayer->pev->v_angle; return (fabs(deltaYaw) >= 0.1f && fabs(deltaPitch) >= 0.1f); } void CCSPlayer::Reset() { m_szModel[0] = '\0'; m_bForceShowMenu = false; m_flRespawnPending = m_flSpawnProtectionEndTime = 0.0f; m_vecOldvAngle = g_vecZero; m_iWeaponInfiniteAmmo = 0; m_iWeaponInfiniteIds = 0; m_bCanShootOverride = false; } void CCSPlayer::OnSpawn() { m_flRespawnPending = 0.0f; } void CCSPlayer::OnKilled() { #ifdef REGAMEDLL_ADD if (forcerespawn.value > 0) { m_flRespawnPending = gpGlobals->time + forcerespawn.value; } if (GetProtectionState() == ProtectionSt_Active) { BasePlayer()->RemoveSpawnProtection(); } #endif }