ReGameDLL_CS/regamedll/dlls/multiplay_gamerules.cpp
s1lentq 7372573c89 Add UTIL_IsValidPlayer
Ignore dormant players
Minor refactoring
2024-05-29 00:23:28 +07:00

5473 lines
132 KiB
C++

#include "precompiled.h"
CCStrikeGameMgrHelper g_GameMgrHelper;
CHalfLifeMultiplay *g_pMPGameRules = nullptr;
RewardAccount CHalfLifeMultiplay::m_rgRewardAccountRules[RR_END];
RewardAccount CHalfLifeMultiplay::m_rgRewardAccountRules_default[] = {
REWARD_CTS_WIN, // RR_CTS_WIN
REWARD_TERRORISTS_WIN, // RR_TERRORISTS_WIN
REWARD_TARGET_BOMB, // RR_TARGET_BOMB
REWARD_VIP_ESCAPED, // RR_VIP_ESCAPED
REWARD_VIP_ASSASSINATED, // RR_VIP_ASSASSINATED
REWARD_TERRORISTS_ESCAPED, // RR_TERRORISTS_ESCAPED
REWARD_CTS_PREVENT_ESCAPE, // RR_CTS_PREVENT_ESCAPE
REWARD_ESCAPING_TERRORISTS_NEUTRALIZED, // RR_ESCAPING_TERRORISTS_NEUTRALIZED
REWARD_BOMB_DEFUSED, // RR_BOMB_DEFUSED
REWARD_BOMB_PLANTED, // RR_BOMB_PLANTED
REWARD_BOMB_EXPLODED, // RR_BOMB_EXPLODED
REWARD_ALL_HOSTAGES_RESCUED, // RR_ALL_HOSTAGES_RESCUED
REWARD_TARGET_BOMB_SAVED, // RR_TARGET_BOMB_SAVED
REWARD_HOSTAGE_NOT_RESCUED, // RR_HOSTAGE_NOT_RESCUED
REWARD_VIP_NOT_ESCAPED, // RR_VIP_NOT_ESCAPED
REWARD_LOSER_BONUS_DEFAULT, // RR_LOSER_BONUS_DEFAULT
REWARD_LOSER_BONUS_MIN, // RR_LOSER_BONUS_MIN
REWARD_LOSER_BONUS_MAX, // RR_LOSER_BONUS_MAX
REWARD_LOSER_BONUS_ADD, // RR_LOSER_BONUS_ADD
REWARD_RESCUED_HOSTAGE, // RR_RESCUED_HOSTAGE
REWARD_TOOK_HOSTAGE_ACC, // RR_TOOK_HOSTAGE_ACC
REWARD_TOOK_HOSTAGE, // RR_TOOK_HOSTAGE
};
bool IsBotSpeaking()
{
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (!pPlayer->IsBot())
continue;
CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
if (pBot->IsUsingVoice())
return true;
}
return false;
}
bool CHalfLifeMultiplay::IsInCareerRound()
{
return IsMatchStarted() ? false : true;
}
void CHalfLifeMultiplay::SetCareerMatchLimit(int minWins, int winDifference)
{
if (!IsCareer())
{
return;
}
if (!m_iCareerMatchWins)
{
m_iCareerMatchWins = minWins;
m_iRoundWinDifference = winDifference;
}
}
BOOL CHalfLifeMultiplay::IsCareer()
{
return IS_CAREER_MATCH();
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, ServerDeactivate)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(ServerDeactivate)()
{
if (!IsCareer())
{
return;
}
CVAR_SET_FLOAT("pausable", 0);
CVAR_SET_FLOAT("mp_windifference", 1);
UTIL_LogPrintf("Career End\n");
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(bool, CCStrikeGameMgrHelper, CSGameRules, CanPlayerHearPlayer, (CBasePlayer *pListener, CBasePlayer *pSender), pListener, pSender)
bool CCStrikeGameMgrHelper::__API_HOOK(CanPlayerHearPlayer)(CBasePlayer *pListener, CBasePlayer *pSender)
{
#ifdef REGAMEDLL_ADD
if (!GetCanHearPlayer(pListener, pSender))
{
return false;
}
#endif
switch ((int)sv_alltalk.value)
{
case 1: // allows everyone to talk
return true;
#ifdef REGAMEDLL_ADD
case 2:
return (pListener->m_iTeam == pSender->m_iTeam);
case 3:
return (pListener->m_iTeam == pSender->m_iTeam || pListener->m_iTeam == SPECTATOR || pListener->m_iTeam == UNASSIGNED);
case 4:
return (pListener->IsAlive() == pSender->IsAlive() || pSender->IsAlive());
case 5:
return ((pListener->IsAlive() == pSender->IsAlive() && pListener->m_iTeam == pSender->m_iTeam) || !pListener->IsAlive());
#endif
default:
{
if (
#ifndef REGAMEDLL_FIXES
!pSender->IsPlayer() ||
#endif
pListener->m_iTeam != pSender->m_iTeam) // Different teams can't hear each other
{
return false;
}
if (pListener->GetObserverMode() != OBS_NONE) // 2 spectators don't need isAlive() checks.
{
return true;
}
BOOL bListenerAlive = pListener->IsAlive();
BOOL bSenderAlive = pSender->IsAlive();
return (bListenerAlive == bSenderAlive || bSenderAlive); // Dead/alive voice chats are separated, but dead can hear alive.
}
}
}
#ifdef REGAMEDLL_ADD
void CCStrikeGameMgrHelper::ResetCanHearPlayer(edict_t* pEdict)
{
int index = ENTINDEX(pEdict) - 1;
m_iCanHearMasks[index].Init(TRUE);
for (int iOtherClient = 0; iOtherClient < VOICE_MAX_PLAYERS; iOtherClient++)
{
if (index != iOtherClient) {
m_iCanHearMasks[iOtherClient][index] = TRUE;
}
}
}
void CCStrikeGameMgrHelper::SetCanHearPlayer(CBasePlayer* pListener, CBasePlayer* pSender, bool bCanHear)
{
if (!pListener->IsPlayer() || !pSender->IsPlayer())
{
return;
}
int listener = pListener->entindex() - 1;
int sender = pSender->entindex() - 1;
m_iCanHearMasks[listener][sender] = bCanHear ? TRUE : FALSE;
}
bool CCStrikeGameMgrHelper::GetCanHearPlayer(CBasePlayer* pListener, CBasePlayer* pSender)
{
if (!pListener->IsPlayer() || !pSender->IsPlayer())
{
return true;
}
int listener = pListener->entindex() - 1;
int sender = pSender->entindex() - 1;
return m_iCanHearMasks[listener][sender] != FALSE;
}
#endif
void Broadcast(const char *sentence)
{
char text[32];
if (!sentence)
{
return;
}
Q_strcpy(text, "%!MRAD_");
Q_strcat(text, UTIL_VarArgs("%s", sentence));
MESSAGE_BEGIN(MSG_BROADCAST, gmsgSendAudio);
WRITE_BYTE(0);
WRITE_STRING(text);
WRITE_SHORT(PITCH_NORM);
MESSAGE_END();
}
char *GetTeam(int team)
{
switch (team)
{
case CT: return "CT";
case TERRORIST: return "TERRORIST";
case SPECTATOR: return "SPECTATOR";
default: return "";
}
}
void CHalfLifeMultiplay::EndRoundMessage(const char *sentence, ScenarioEventEndRound event)
{
char *team = nullptr;
const char *message = sentence;
bool bTeamTriggered = true;
if (sentence[0] == '#')
message = sentence + 1;
if (sentence[0])
{
UTIL_ClientPrintAll(HUD_PRINTCENTER, sentence);
switch (event)
{
case ROUND_TARGET_BOMB:
case ROUND_VIP_ASSASSINATED:
case ROUND_TERRORISTS_ESCAPED:
case ROUND_TERRORISTS_WIN:
case ROUND_HOSTAGE_NOT_RESCUED:
case ROUND_VIP_NOT_ESCAPED:
team = GetTeam(TERRORIST);
// tell bots the terrorists won the round
if (TheBots)
{
TheBots->OnEvent(EVENT_TERRORISTS_WIN);
}
break;
case ROUND_VIP_ESCAPED:
case ROUND_CTS_PREVENT_ESCAPE:
case ROUND_ESCAPING_TERRORISTS_NEUTRALIZED:
case ROUND_BOMB_DEFUSED:
case ROUND_CTS_WIN:
case ROUND_ALL_HOSTAGES_RESCUED:
case ROUND_TARGET_SAVED:
case ROUND_TERRORISTS_NOT_ESCAPED:
team = GetTeam(CT);
// tell bots the CTs won the round
if (TheBots)
{
TheBots->OnEvent(EVENT_CTS_WIN);
}
break;
default:
bTeamTriggered = false;
// tell bots the round was a draw
if (TheBots)
{
TheBots->OnEvent(EVENT_ROUND_DRAW);
}
break;
}
if (bTeamTriggered)
{
UTIL_LogPrintf("Team \"%s\" triggered \"%s\" (CT \"%i\") (T \"%i\")\n", team, message, m_iNumCTWins, m_iNumTerroristWins);
}
else
{
UTIL_LogPrintf("World triggered \"%s\" (CT \"%i\") (T \"%i\")\n", message, m_iNumCTWins, m_iNumTerroristWins);
}
}
UTIL_LogPrintf("World triggered \"Round_End\"\n");
#ifdef REGAMEDLL_ADD
FireTargets("game_round_end", nullptr, nullptr, USE_TOGGLE, 0.0);
#endif
}
void CHalfLifeMultiplay::ReadMultiplayCvars()
{
m_iRoundTime = int(CVAR_GET_FLOAT("mp_roundtime") * 60);
m_iC4Timer = int(CVAR_GET_FLOAT("mp_c4timer"));
m_iIntroRoundTime = int(CVAR_GET_FLOAT("mp_freezetime"));
m_iLimitTeams = int(CVAR_GET_FLOAT("mp_limitteams"));
#ifndef REGAMEDLL_ADD
if (m_iRoundTime > 540)
{
CVAR_SET_FLOAT("mp_roundtime", 9);
m_iRoundTime = 540;
}
else if (m_iRoundTime < 60)
{
CVAR_SET_FLOAT("mp_roundtime", 1);
m_iRoundTime = 60;
}
if (m_iIntroRoundTime > 60)
{
CVAR_SET_FLOAT("mp_freezetime", 60);
m_iIntroRoundTime = 60;
}
else if (m_iIntroRoundTime < 0)
{
CVAR_SET_FLOAT("mp_freezetime", 0);
m_iIntroRoundTime = 0;
}
if (m_iC4Timer > 90)
{
CVAR_SET_FLOAT("mp_c4timer", 90);
m_iC4Timer = 90;
}
else if (m_iC4Timer < 10)
{
CVAR_SET_FLOAT("mp_c4timer", 10);
m_iC4Timer = 10;
}
if (m_iLimitTeams > 20)
{
CVAR_SET_FLOAT("mp_limitteams", 20);
m_iLimitTeams = 20;
}
else if (m_iLimitTeams < 0)
{
CVAR_SET_FLOAT("mp_limitteams", 0);
m_iLimitTeams = 0;
}
#else
// a limit of 500 minutes because
// if you do more minutes would be a bug in the HUD RoundTime in the form 00:00
if (m_iRoundTime > 30000)
{
CVAR_SET_FLOAT("mp_roundtime", 500);
m_iRoundTime = 30000;
}
else if (m_iRoundTime < 0)
{
CVAR_SET_FLOAT("mp_roundtime", 0);
m_iRoundTime = 0;
}
if (m_iIntroRoundTime < 0)
{
CVAR_SET_FLOAT("mp_freezetime", 0);
m_iIntroRoundTime = 0;
}
if (m_iC4Timer < 0)
{
CVAR_SET_FLOAT("mp_c4timer", 0);
m_iC4Timer = 0;
}
if (m_iLimitTeams < 0)
{
CVAR_SET_FLOAT("mp_limitteams", 0);
m_iLimitTeams = 0;
}
// auto-disable ff
if (freeforall.value)
{
CVAR_SET_FLOAT("mp_friendlyfire", 0);
}
#endif
}
CHalfLifeMultiplay::CHalfLifeMultiplay()
{
m_bFreezePeriod = TRUE;
m_VoiceGameMgr.Init(&g_GameMgrHelper, gpGlobals->maxClients);
RefreshSkillData();
Q_memcpy(m_rgRewardAccountRules, m_rgRewardAccountRules_default, sizeof(m_rgRewardAccountRules));
m_flIntermissionEndTime = 0;
m_flIntermissionStartTime = 0;
m_flRestartRoundTime = 0;
m_iAccountCT = 0;
m_iAccountTerrorist = 0;
m_iHostagesRescued = 0;
m_iRoundWinStatus = WINSTATUS_NONE;
m_iNumCTWins = 0;
m_iNumTerroristWins = 0;
m_pVIP = nullptr;
m_iNumCT = 0;
m_iNumTerrorist = 0;
m_iNumSpawnableCT = 0;
m_iNumSpawnableTerrorist = 0;
m_bMapHasCameras = -1;
m_iLoserBonus = m_rgRewardAccountRules[RR_LOSER_BONUS_DEFAULT];
m_iNumConsecutiveCTLoses = 0;
m_iNumConsecutiveTerroristLoses = 0;
m_iC4Guy = 0;
m_bBombDefused = false;
m_bTargetBombed = false;
m_bLevelInitialized = false;
m_tmNextPeriodicThink = 0;
m_bGameStarted = false;
m_bCompleteReset = false;
m_flRequiredEscapeRatio = 0.5;
m_iNumEscapers = 0;
// by default everyone can buy
m_bCTCantBuy = false;
m_bTCantBuy = false;
m_flBombRadius = 500.0;
m_iTotalGunCount = 0;
m_iTotalGrenadeCount = 0;
m_iTotalArmourCount = 0;
m_iConsecutiveVIP = 0;
m_iUnBalancedRounds = 0;
m_iNumEscapeRounds = 0;
m_bRoundTerminating = false;
g_iHostageNumber = 0;
m_iMaxRounds = int(CVAR_GET_FLOAT("mp_maxrounds"));
if (m_iMaxRounds < 0)
{
m_iMaxRounds = 0;
CVAR_SET_FLOAT("mp_maxrounds", 0);
}
m_iTotalRoundsPlayed = 0;
m_iMaxRoundsWon = int(CVAR_GET_FLOAT("mp_winlimit"));
if (m_iMaxRoundsWon < 0)
{
m_iMaxRoundsWon = 0;
CVAR_SET_FLOAT("mp_winlimit", 0);
}
Q_memset(m_iMapVotes, 0, sizeof(m_iMapVotes));
m_iLastPick = 1;
m_bMapHasEscapeZone = false;
m_bMapHasVIPSafetyZone = FALSE;
m_bMapHasBombZone = false;
m_bMapHasRescueZone = false;
m_iStoredSpectValue = int(allow_spectators.value);
for (int j = 0; j < MAX_VIP_QUEUES; j++)
{
m_pVIPQueue[j] = nullptr;
}
#ifdef REGAMEDLL_FIXES
if (!IS_DEDICATED_SERVER())
#endif
{
// NOTE: cvar cl_himodels refers for the client side
CVAR_SET_FLOAT("cl_himodels", 0);
}
ReadMultiplayCvars();
m_iIntroRoundTime += 2;
#ifdef REGAMEDLL_FIXES
m_fMaxIdlePeriod = (((m_iRoundTime < 60) ? 60 : m_iRoundTime) * 2);
#else
m_fMaxIdlePeriod = (m_iRoundTime * 2);
#endif
float flAutoKickIdle = autokick_timeout.value;
if (flAutoKickIdle > 0.0)
{
m_fMaxIdlePeriod = flAutoKickIdle;
}
m_bInCareerGame = false;
m_iRoundTimeSecs = m_iIntroRoundTime;
if (IS_DEDICATED_SERVER())
{
CVAR_SET_FLOAT("pausable", 0);
}
else if (IsCareer())
{
CVAR_SET_FLOAT("pausable", 1);
CVAR_SET_FLOAT("sv_aim", 0);
CVAR_SET_FLOAT("sv_maxspeed", 322);
CVAR_SET_FLOAT("sv_cheats", 0);
CVAR_SET_FLOAT("mp_windifference", 2);
m_bInCareerGame = true;
UTIL_LogPrintf("Career Start\n");
}
else
{
// 3/31/99
// Added lservercfg file cvar, since listen and dedicated servers should not
// share a single config file. (sjb)
// listen server
CVAR_SET_FLOAT("pausable", 0);
const char *lservercfgfile = CVAR_GET_STRING("lservercfgfile");
if (lservercfgfile && lservercfgfile[0] != '\0')
{
char szCommand[256];
ALERT(at_console, "Executing listen server config file\n");
Q_sprintf(szCommand, "exec %s\n", lservercfgfile);
SERVER_COMMAND(szCommand);
}
}
m_fRoundStartTime = 0;
m_fRoundStartTimeReal = 0;
#ifndef CSTRIKE
InstallBotControl();
#endif
InstallHostageManager();
InstallCommands();
m_bSkipSpawn = m_bInCareerGame;
m_fCareerRoundMenuTime = 0;
m_fCareerMatchMenuTime = 0;
m_iCareerMatchWins = 0;
m_iRoundWinDifference = int(CVAR_GET_FLOAT("mp_windifference"));
if (IsCareer())
{
CCareerTaskManager::Create();
}
if (m_iRoundWinDifference < 1)
{
m_iRoundWinDifference = 1;
CVAR_SET_FLOAT("mp_windifference", 1);
}
InstallTutor(CVAR_GET_FLOAT("tutor_enable") != 0.0f);
m_bSkipShowMenu = false;
m_bNeededPlayers = false;
m_flEscapeRatio = 0.0f;
m_flTimeLimit = 0.0f;
m_flGameStartTime = 0.0f;
m_bTeamBalanced = false;
#ifndef REGAMEDLL_FIXES
g_pMPGameRules = this;
#endif
}
void CHalfLifeMultiplay::RefreshSkillData()
{
// load all default values
CGameRules::RefreshSkillData();
// override some values for multiplay.
gSkillData.plrDmg9MM = 12; // Glock Round
gSkillData.plrDmgMP5 = 12; // MP5 Round
gSkillData.plrDmg357 = 40; // 357 Round
gSkillData.plrDmgRPG = 120; // RPG
gSkillData.plrDmgM203Grenade = 100; // M203 grenade
gSkillData.plrDmgCrossbowClient = 20; // Crossbow
// Shotgun buckshot
// fewer pellets in deathmatch
gSkillData.plrDmgBuckshot = 20;
// suitcharger
gSkillData.suitchargerCapacity = 30;
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, RemoveGuns)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RemoveGuns)()
{
CBaseEntity *toremove = nullptr;
while ((toremove = UTIL_FindEntityByClassname(toremove, "weaponbox")))
((CWeaponBox *)toremove)->Kill();
toremove = nullptr;
while ((toremove = UTIL_FindEntityByClassname(toremove, "weapon_shield")))
{
toremove->SetThink(&CBaseEntity::SUB_Remove);
toremove->pev->nextthink = gpGlobals->time + 0.1;
}
}
void CHalfLifeMultiplay::UpdateTeamScores()
{
MESSAGE_BEGIN(MSG_ALL, gmsgTeamScore);
WRITE_STRING("CT");
WRITE_SHORT(m_iNumCTWins);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgTeamScore);
WRITE_STRING("TERRORIST");
WRITE_SHORT(m_iNumTerroristWins);
MESSAGE_END();
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, CleanUpMap)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(CleanUpMap)()
{
#ifdef REGAMEDLL_FIXES
UTIL_RestartOther("multi_manager");
// Release or reset everything entities in depending of flags ObjectCaps
// (FCAP_MUST_RESET / FCAP_MUST_RELEASE)
UTIL_ResetEntities();
#endif
// Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
UTIL_RestartOther("cycler_sprite");
UTIL_RestartOther("light");
UTIL_RestartOther("func_breakable");
UTIL_RestartOther("func_door");
#ifdef REGAMEDLL_FIXES
UTIL_RestartOther("func_button");
UTIL_RestartOther("func_rot_button");
UTIL_RestartOther("env_render");
UTIL_RestartOther("env_spark");
UTIL_RestartOther("trigger_push");
#endif
UTIL_RestartOther("func_water");
UTIL_RestartOther("func_door_rotating");
UTIL_RestartOther("func_tracktrain");
UTIL_RestartOther("func_vehicle");
UTIL_RestartOther("func_train");
UTIL_RestartOther("armoury_entity");
UTIL_RestartOther("ambient_generic");
UTIL_RestartOther("env_sprite");
#ifdef REGAMEDLL_FIXES
UTIL_RestartOther("trigger_once");
UTIL_RestartOther("func_wall_toggle");
UTIL_RestartOther("func_healthcharger");
UTIL_RestartOther("func_recharge");
UTIL_RestartOther("trigger_hurt");
UTIL_RestartOther("multisource");
UTIL_RestartOther("env_beam");
UTIL_RestartOther("env_laser");
UTIL_RestartOther("trigger_auto");
UTIL_RestartOther("trigger_multiple");
#endif
// Remove grenades and C4
const int grenadesRemoveCount = 20;
UTIL_RemoveOther("grenade", grenadesRemoveCount);
#ifndef REGAMEDLL_FIXES
// Remove defuse kit
// Old code only removed 4 kits and stopped.
UTIL_RemoveOther("item_thighpack");
#else
// Don't remove level items
CItemThighPack *pDefuser = nullptr;
while ((pDefuser = UTIL_FindEntityByClassname(pDefuser, "item_thighpack")))
{
if (pDefuser->pev->spawnflags & SF_NORESPAWN)
{
pDefuser->SetThink(&CBaseEntity::SUB_Remove);
pDefuser->pev->nextthink = gpGlobals->time + 0.1;
}
}
#endif
#ifdef REGAMEDLL_FIXES
UTIL_RemoveOther("gib");
UTIL_RemoveOther("DelayedUse");
#endif
RemoveGuns();
PLAYBACK_EVENT((FEV_GLOBAL | FEV_RELIABLE), 0, m_usResetDecals);
}
LINK_HOOK_CLASS_CUSTOM_CHAIN2(CBasePlayer *, CHalfLifeMultiplay, CSGameRules, GiveC4)
CBasePlayer *EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GiveC4)()
{
int iTeamCount;
int iTemp = 0;
int humansPresent = 0;
iTeamCount = m_iNumTerrorist;
m_iC4Guy++;
bool giveToHumans = (cv_bot_defer_to_human.value > 0.0);
if (giveToHumans)
{
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST)
continue;
if (!pPlayer->IsBot())
humansPresent++;
}
if (humansPresent)
iTeamCount = humansPresent;
else
giveToHumans = false;
}
// if we've looped past the last Terrorist.. then give the C4 to the first one.
if (m_iC4Guy > iTeamCount)
{
m_iC4Guy = 1;
}
// Give the C4 to the specified T player..
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (!pEntity->IsPlayer())
continue;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST || (giveToHumans && pPlayer->IsBot()))
continue;
if (++iTemp == m_iC4Guy)
{
if (pPlayer->MakeBomber())
{
#ifdef REGAMEDLL_FIXES
// we already have bomber
return pPlayer;
#endif
}
}
}
// if there are no players with a bomb
if (!IsThereABomber())
{
m_iC4Guy = 0;
pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (!pEntity->IsPlayer())
continue;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST)
continue;
if (pPlayer->MakeBomber())
return pPlayer;
}
}
return nullptr;
}
void CHalfLifeMultiplay::QueueCareerRoundEndMenu(float tmDelay, int iWinStatus)
{
if (!TheCareerTasks)
return;
if (m_fCareerMatchMenuTime != 0.0f)
return;
m_fCareerRoundMenuTime = tmDelay + gpGlobals->time;
bool humansAreCTs = (Q_strcmp(humans_join_team.string, "CT") == 0);
if (humansAreCTs)
{
CBaseEntity *hostage = nullptr;
int numHostagesInMap = 0;
int numHostagesFollowingHumans = 0;
int numHostagesAlive = 0;
while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity")))
{
numHostagesInMap++;
CHostage *pHostage = static_cast<CHostage *>(hostage);
if (!pHostage->IsAlive())
continue;
CBasePlayer *pLeader = nullptr;
if (pHostage->IsFollowingSomeone())
pLeader = static_cast<CBasePlayer *>(pHostage->GetLeader());
if (pLeader == nullptr)
{
numHostagesAlive++;
}
else
{
if (!pLeader->IsBot())
{
numHostagesFollowingHumans++;
TheCareerTasks->HandleEvent(EVENT_HOSTAGE_RESCUED, pLeader, 0);
}
}
}
if (!numHostagesAlive)
{
if ((numHostagesInMap * 0.5) <= (numHostagesFollowingHumans + m_iHostagesRescued))
{
TheCareerTasks->HandleEvent(EVENT_ALL_HOSTAGES_RESCUED);
}
}
}
switch (iWinStatus)
{
case WINSTATUS_CTS:
TheCareerTasks->HandleEvent(humansAreCTs ? EVENT_ROUND_WIN : EVENT_ROUND_LOSS);
break;
case WINSTATUS_TERRORISTS:
TheCareerTasks->HandleEvent(humansAreCTs ? EVENT_ROUND_LOSS : EVENT_ROUND_WIN);
break;
default:
TheCareerTasks->HandleEvent(EVENT_ROUND_DRAW);
break;
}
if (m_fCareerMatchMenuTime == 0.0f && m_iCareerMatchWins)
{
bool canTsWin = true;
bool canCTsWin = true;
if (m_iNumCTWins < m_iCareerMatchWins || (m_iNumCTWins - m_iNumTerroristWins < m_iRoundWinDifference))
canCTsWin = false;
if (m_iNumTerroristWins < m_iCareerMatchWins || (m_iNumTerroristWins - m_iNumCTWins < m_iRoundWinDifference))
canTsWin = false;
if (!TheCareerTasks->AreAllTasksComplete())
{
if (humansAreCTs)
return;
canTsWin = false;
}
if (canCTsWin || canTsWin)
{
m_fCareerRoundMenuTime = 0;
m_fCareerMatchMenuTime = gpGlobals->time + 3.0f;
}
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, CheckWinConditions)
// Check if the scenario has been won/lost.
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(CheckWinConditions)()
{
#ifdef REGAMEDLL_FIXES
// If a winner has already been determined.. then get the heck out of here
if (m_iRoundWinStatus != WINSTATUS_NONE)
{
// still check if we lost players to where we need to do a full reset next round...
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
InitializePlayerCounts(NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT);
return;
}
#else
// If a winner has already been determined and game of started.. then get the heck out of here
if (m_bGameStarted && m_iRoundWinStatus != WINSTATUS_NONE)
return;
#endif
#ifdef REGAMEDLL_ADD
int scenarioFlags = UTIL_ReadFlags(round_infinite.string);
#else
// the icc compiler will cut out all of the code which refers to it
int scenarioFlags = 0;
#endif
// Initialize the player counts..
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
InitializePlayerCounts(NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT);
if (HasRoundInfinite())
return;
// other player's check
m_bNeededPlayers = false;
if (!(scenarioFlags & SCENARIO_BLOCK_NEED_PLAYERS) && NeededPlayersCheck())
return;
// Assasination/VIP scenarion check
if (!(scenarioFlags & SCENARIO_BLOCK_VIP_ESCAPE) && VIPRoundEndCheck())
return;
// Prison escape check
if (!(scenarioFlags & SCENARIO_BLOCK_PRISON_ESCAPE) && PrisonRoundEndCheck(NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT))
return;
// Bomb check
if (!(scenarioFlags & SCENARIO_BLOCK_BOMB) && BombRoundEndCheck())
return;
// Team Extermination check
// CounterTerrorists won by virture of elimination
if (!(scenarioFlags & SCENARIO_BLOCK_TEAM_EXTERMINATION) && TeamExterminationCheck(NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT))
return;
// Hostage rescue check
if (!(scenarioFlags & SCENARIO_BLOCK_HOSTAGE_RESCUE) && HostageRescueRoundEndCheck())
return;
// scenario not won - still in progress
}
void CHalfLifeMultiplay::InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT)
{
NumAliveTerrorist = NumAliveCT = NumDeadCT = NumDeadTerrorist = 0;
m_iNumTerrorist = m_iNumCT = m_iNumSpawnableTerrorist = m_iNumSpawnableCT = 0;
m_iHaveEscaped = 0;
// initialize count dead/alive players
// Count how many dead players there are on each team.
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
switch (pPlayer->m_iTeam)
{
case CT:
{
m_iNumCT++;
if (pPlayer->m_iMenu != Menu_ChooseAppearance)
{
m_iNumSpawnableCT++;
}
if (pPlayer->pev->deadflag != DEAD_NO)
NumDeadCT++;
else
NumAliveCT++;
break;
}
case TERRORIST:
{
m_iNumTerrorist++;
if (pPlayer->m_iMenu != Menu_ChooseAppearance)
{
m_iNumSpawnableTerrorist++;
}
if (pPlayer->pev->deadflag != DEAD_NO)
NumDeadTerrorist++;
else
NumAliveTerrorist++;
// Check to see if this guy escaped.
if (pPlayer->m_bEscaped)
m_iHaveEscaped++;
break;
}
default:
break;
}
}
}
bool CHalfLifeMultiplay::OnRoundEnd_Intercept(int winStatus, ScenarioEventEndRound event, float tmDelay)
{
return g_ReGameHookchains.m_RoundEnd.callChain(&CHalfLifeMultiplay::OnRoundEnd, this, winStatus, event, tmDelay);
}
bool EXT_FUNC CHalfLifeMultiplay::OnRoundEnd(int winStatus, ScenarioEventEndRound event, float tmDelay)
{
switch (event)
{
case ROUND_TARGET_BOMB: return Target_Bombed(tmDelay);
case ROUND_VIP_ESCAPED: return VIP_Escaped(tmDelay);
case ROUND_VIP_ASSASSINATED: return VIP_Died(tmDelay);
case ROUND_TERRORISTS_ESCAPED: return Prison_Escaped(tmDelay);
case ROUND_CTS_PREVENT_ESCAPE: return Prison_PreventEscape(tmDelay);
case ROUND_ESCAPING_TERRORISTS_NEUTRALIZED: return Prison_Neutralized(tmDelay);
case ROUND_BOMB_DEFUSED: return Target_Defused(tmDelay);
case ROUND_CTS_WIN: return Round_Cts(tmDelay);
case ROUND_TERRORISTS_WIN: return Round_Ts(tmDelay);
case ROUND_END_DRAW: return Round_Draw(tmDelay);
case ROUND_ALL_HOSTAGES_RESCUED: return Hostage_Rescue(tmDelay);
case ROUND_TARGET_SAVED: return Target_Saved(tmDelay);
case ROUND_HOSTAGE_NOT_RESCUED: return Hostage_NotRescued(tmDelay);
case ROUND_TERRORISTS_NOT_ESCAPED: return Prison_NotEscaped(tmDelay);
case ROUND_VIP_NOT_ESCAPED: return VIP_NotEscaped(tmDelay);
case ROUND_GAME_COMMENCE: return NeededPlayersCheck(tmDelay);
case ROUND_GAME_RESTART: return RestartRoundCheck(tmDelay);
case ROUND_GAME_OVER: return RoundOver(tmDelay);
case ROUND_NONE:
default:
break;
}
return false;
}
bool EXT_FUNC CHalfLifeMultiplay::NeededPlayersCheck(float tmDelay)
{
// Start the round immediately when the first person joins
UTIL_LogPrintf("World triggered \"Game_Commencing\"\n");
// Make sure we are not on the FreezePeriod.
m_bFreezePeriod = FALSE;
m_bCompleteReset = true;
EndRoundMessage("#Game_Commencing", ROUND_GAME_COMMENCE);
TerminateRound(tmDelay, WINSTATUS_DRAW);
m_bGameStarted = true;
if (TheBots)
{
TheBots->OnEvent(EVENT_GAME_COMMENCE);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::NeededPlayersCheck()
{
// We needed players to start scoring
// Do we have them now?
// start the game, after the players entered in game
if (!m_iNumSpawnableTerrorist || !m_iNumSpawnableCT)
{
UTIL_ClientPrintAll(HUD_PRINTCONSOLE, "#Game_scoring");
m_bNeededPlayers = true;
m_bGameStarted = false;
}
if (!m_bGameStarted && m_iNumSpawnableTerrorist != 0 && m_iNumSpawnableCT != 0)
{
if (IsCareer())
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(gpGlobals->maxClients);
if (!UTIL_IsValidPlayer(pPlayer) || !pPlayer->IsBot())
return true;
}
return OnRoundEnd_Intercept(WINSTATUS_DRAW, ROUND_GAME_COMMENCE, IsCareer() ? 0 : 3);
}
return false;
}
bool EXT_FUNC CHalfLifeMultiplay::VIP_Escaped(float tmDelay)
{
Broadcast("ctwin");
m_iAccountCT += m_rgRewardAccountRules[RR_VIP_ESCAPED];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9); // command length in bytes
WRITE_BYTE(DRC_CMD_EVENT); // VIP rescued
WRITE_SHORT(ENTINDEX(m_pVIP->edict())); // index number of primary entity
WRITE_SHORT(0); // index number of secondary entity
WRITE_LONG(15 | DRC_FLAG_FINAL); // eventflags (priority and flags)
MESSAGE_END();
EndRoundMessage("#VIP_Escaped", ROUND_VIP_ESCAPED);
TerminateRound(tmDelay, WINSTATUS_CTS);
// tell the bots the VIP got out
if (TheBots)
{
TheBots->OnEvent(EVENT_VIP_ESCAPED);
}
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::VIP_Died(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[RR_VIP_ASSASSINATED];
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#VIP_Assassinated", ROUND_VIP_ASSASSINATED);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
// tell the bots the VIP was killed
if (TheBots)
{
TheBots->OnEvent(EVENT_VIP_ASSASSINATED);
}
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::VIPRoundEndCheck()
{
// checks to scenario Escaped VIP on map with vip safety zones
if (m_bMapHasVIPSafetyZone && m_pVIP)
{
if (m_pVIP->m_bEscaped)
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_VIP_ESCAPED, GetRoundRestartDelay());
}
// The VIP is dead
else if (m_pVIP->pev->deadflag != DEAD_NO)
{
return OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_VIP_ASSASSINATED, GetRoundRestartDelay());
}
}
return false;
}
bool EXT_FUNC CHalfLifeMultiplay::Prison_Escaped(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[RR_TERRORISTS_ESCAPED];
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#Terrorists_Escaped", ROUND_TERRORISTS_ESCAPED);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::Prison_PreventEscape(float tmDelay)
{
Broadcast("ctwin");
// CTs are rewarded based on how many terrorists have escaped...
m_iAccountCT += (1 - m_flEscapeRatio) * m_rgRewardAccountRules[RR_CTS_PREVENT_ESCAPE];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#CTs_PreventEscape", ROUND_CTS_PREVENT_ESCAPE);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::Prison_Neutralized(float tmDelay)
{
Broadcast("ctwin");
// CTs are rewarded based on how many terrorists have escaped...
m_iAccountCT += (1 - m_flEscapeRatio) * m_rgRewardAccountRules[RR_ESCAPING_TERRORISTS_NEUTRALIZED];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#Escaping_Terrorists_Neutralized", ROUND_ESCAPING_TERRORISTS_NEUTRALIZED);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool EXT_FUNC CHalfLifeMultiplay::PrisonRoundEndCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT)
{
// checks to scenario Escaped Terrorist's
if (m_bMapHasEscapeZone)
{
m_flEscapeRatio = real_t(m_iHaveEscaped) / real_t(m_iNumEscapers);
if (m_flEscapeRatio >= m_flRequiredEscapeRatio)
{
return OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TERRORISTS_ESCAPED, GetRoundRestartDelay());
}
else if (NumAliveTerrorist == 0 && m_flEscapeRatio < m_flRequiredEscapeRatio)
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_CTS_PREVENT_ESCAPE, GetRoundRestartDelay());
}
else if (NumAliveTerrorist == 0 && NumDeadTerrorist != 0 && m_iNumSpawnableCT > 0)
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_ESCAPING_TERRORISTS_NEUTRALIZED, GetRoundRestartDelay());
}
// else return true;
}
return false;
}
bool CHalfLifeMultiplay::Target_Bombed(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[RR_TARGET_BOMB];
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#Target_Bombed", ROUND_TARGET_BOMB);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
return true;
}
bool CHalfLifeMultiplay::Target_Defused(float tmDelay)
{
Broadcast("ctwin");
#ifdef REGAMEDLL_ADD
if (old_bomb_defused_sound.value)
{
Broadcast("BOMBDEF");
}
#endif
m_iAccountCT += m_rgRewardAccountRules[RR_BOMB_DEFUSED];
m_iAccountTerrorist += m_rgRewardAccountRules[RR_BOMB_PLANTED];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#Bomb_Defused", ROUND_BOMB_DEFUSED);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool CHalfLifeMultiplay::BombRoundEndCheck()
{
// Check to see if the bomb target was hit or the bomb defused.. if so, then let's end the round!
if (m_bTargetBombed && m_bMapHasBombTarget)
{
return OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TARGET_BOMB, GetRoundRestartDelay());
}
else if (m_bBombDefused && m_bMapHasBombTarget)
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_BOMB_DEFUSED, GetRoundRestartDelay());
}
return false;
}
bool CHalfLifeMultiplay::Round_Cts(float tmDelay)
{
Broadcast("ctwin");
m_iAccountCT += m_rgRewardAccountRules[m_bMapHasBombTarget ? RR_BOMB_DEFUSED : RR_CTS_WIN];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#CTs_Win", ROUND_CTS_WIN);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool CHalfLifeMultiplay::Round_Ts(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[m_bMapHasBombTarget ? RR_BOMB_EXPLODED : RR_TERRORISTS_WIN];
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#Terrorists_Win", ROUND_TERRORISTS_WIN);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
return true;
}
bool CHalfLifeMultiplay::Round_Draw(float tmDelay)
{
EndRoundMessage("#Round_Draw", ROUND_END_DRAW);
Broadcast("rounddraw");
TerminateRound(tmDelay, WINSTATUS_DRAW);
return true;
}
bool CHalfLifeMultiplay::TeamExterminationCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT)
{
if ((m_iNumCT > 0 && m_iNumSpawnableCT > 0) && (m_iNumTerrorist > 0 && m_iNumSpawnableTerrorist > 0))
{
if (NumAliveTerrorist == 0 && NumDeadTerrorist != 0 && NumAliveCT > 0)
{
CGrenade *pBomb = nullptr;
bool nowin = false;
while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
{
if (pBomb->m_bIsC4 && !pBomb->m_bJustBlew)
{
nowin = true;
#ifdef REGAMEDLL_FIXES
break;
#endif
}
}
if (!nowin)
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_CTS_WIN, GetRoundRestartDelay());
}
}
// Terrorists WON
else if (NumAliveCT == 0 && NumDeadCT != 0)
{
return OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, GetRoundRestartDelay());
}
}
else if (NumAliveCT == 0 && NumAliveTerrorist == 0)
{
return OnRoundEnd_Intercept(WINSTATUS_DRAW, ROUND_END_DRAW, GetRoundRestartDelay());
}
return false;
}
bool CHalfLifeMultiplay::Hostage_Rescue(float tmDelay)
{
Broadcast("ctwin");
m_iAccountCT += m_rgRewardAccountRules[RR_ALL_HOSTAGES_RESCUED];
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
EndRoundMessage("#All_Hostages_Rescued", ROUND_ALL_HOSTAGES_RESCUED);
TerminateRound(tmDelay, WINSTATUS_CTS);
// tell the bots all the hostages have been rescued
if (TheBots)
{
TheBots->OnEvent(EVENT_ALL_HOSTAGES_RESCUED);
}
if (IsCareer())
{
if (TheCareerTasks)
{
TheCareerTasks->HandleEvent(EVENT_ALL_HOSTAGES_RESCUED);
}
}
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
return true;
}
bool CHalfLifeMultiplay::HostageRescueRoundEndCheck()
{
// Check to see if 50% of the hostages have been rescued.
CBaseEntity *pHostage = nullptr;
int hostagesCount = 0;
// Assume that all hostages are either rescued or dead..
bool bHostageAlive = false;
while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity")))
{
hostagesCount++;
// We've found a live hostage. don't end the round
if (pHostage->IsAlive())
{
bHostageAlive = true;
}
}
#ifdef REGAMEDLL_ADD
if (hostagesCount > 0 && m_iHostagesRescued >= (hostagesCount * Q_min(hostages_rescued_ratio.value, 1.0f)))
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_ALL_HOSTAGES_RESCUED, GetRoundRestartDelay());
}
#else
// There are no hostages alive.. check to see if the CTs have rescued atleast 50% of them.
if (!bHostageAlive && hostagesCount > 0)
{
if (m_iHostagesRescued >= (hostagesCount * 0.5f))
{
return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_ALL_HOSTAGES_RESCUED, GetRoundRestartDelay());
}
}
#endif
return false;
}
void CHalfLifeMultiplay::SwapAllPlayers()
{
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
#ifdef REGAMEDLL_FIXES
// ignore HLTV
if (pEntity->IsProxy())
continue;
#endif
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
pPlayer->SwitchTeam();
}
// Swap Team victories
SWAP(m_iNumTerroristWins, m_iNumCTWins);
// Update the clients team score
UpdateTeamScores();
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, BalanceTeams)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(BalanceTeams)()
{
int iNumToSwap;
TeamName iTeamToSwap = UNASSIGNED;
m_bTeamBalanced = false;
// The ratio for teams is different for Assasination maps
if (m_bMapHasVIPSafetyZone)
{
int iDesiredNumCT, iDesiredNumTerrorist;
// uneven number of players
if ((m_iNumCT + m_iNumTerrorist) % 2 != 0)
iDesiredNumCT = int((m_iNumCT + m_iNumTerrorist) * 0.55f) + 1;
else
iDesiredNumCT = int((m_iNumCT + m_iNumTerrorist) / 2);
iDesiredNumTerrorist = (m_iNumCT + m_iNumTerrorist) - iDesiredNumCT;
if (m_iNumCT < iDesiredNumCT)
{
iTeamToSwap = TERRORIST;
iNumToSwap = iDesiredNumCT - m_iNumCT;
}
else if (m_iNumTerrorist < iDesiredNumTerrorist)
{
iTeamToSwap = CT;
iNumToSwap = iDesiredNumTerrorist - m_iNumTerrorist;
}
else
{
return;
}
}
else
{
if (m_iNumCT > m_iNumTerrorist)
{
iTeamToSwap = CT;
iNumToSwap = (m_iNumCT - m_iNumTerrorist) / 2;
}
else if (m_iNumTerrorist > m_iNumCT)
{
iTeamToSwap = TERRORIST;
iNumToSwap = (m_iNumTerrorist - m_iNumCT) / 2;
}
else
{
// Teams are even.. Get out of here.
return;
}
}
// Don't swap more than 4 players at a time.. This is a naive method of avoiding infinite loops.
if (iNumToSwap > 4)
iNumToSwap = 4;
// last person to join the server
int iHighestUserID = 0;
CBasePlayer *toSwap = nullptr;
for (int i = 1; i <= iNumToSwap; i++)
{
iHighestUserID = 0;
toSwap = nullptr;
CBaseEntity *pEntity = nullptr;
// search for player with highest UserID = most recently joined to switch over
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->CanSwitchTeam(iTeamToSwap) && GETPLAYERUSERID(pPlayer->edict()) > iHighestUserID)
{
iHighestUserID = GETPLAYERUSERID(pPlayer->edict());
toSwap = pPlayer;
}
}
if (toSwap) {
m_bTeamBalanced = true;
toSwap->SwitchTeam();
m_bTeamBalanced = false;
}
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, CheckMapConditions)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(CheckMapConditions)()
{
// Check to see if this map has a bomb target in it
if (UTIL_FindEntityByClassname(nullptr, "func_bomb_target"))
{
m_bMapHasBombTarget = true;
m_bMapHasBombZone = true;
}
else if (UTIL_FindEntityByClassname(nullptr, "info_bomb_target"))
{
m_bMapHasBombTarget = true;
m_bMapHasBombZone = false;
}
else
{
m_bMapHasBombTarget = false;
m_bMapHasBombZone = false;
}
// Check to see if this map has hostage rescue zones
m_bMapHasRescueZone = (UTIL_FindEntityByClassname(nullptr, "func_hostage_rescue") != nullptr);
// See if the map has func_buyzone entities
// Used by CBasePlayer::HandleSignals() to support maps without these entities
m_bMapHasBuyZone = (UTIL_FindEntityByClassname(nullptr, "func_buyzone") != nullptr);
// GOOSEMAN : See if this map has func_escapezone entities
m_bMapHasEscapeZone = (UTIL_FindEntityByClassname(nullptr, "func_escapezone") != nullptr);
// Check to see if this map has VIP safety zones
m_bMapHasVIPSafetyZone = (UTIL_FindEntityByClassname(nullptr, "func_vip_safetyzone") != nullptr);
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, RestartRound)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)()
{
// tell bots that the round is restarting
if (TheBots)
{
TheBots->RestartRound();
}
if (g_pHostages)
{
g_pHostages->RestartRound();
}
#ifdef REGAMEDLL_FIXES
if (!m_bCompleteReset)
#endif
{
m_iTotalRoundsPlayed++;
}
ClearBodyQue();
// Hardlock the player accelaration to 5.0
CVAR_SET_FLOAT("sv_accelerate", 5.0);
CVAR_SET_FLOAT("sv_friction", 4.0);
CVAR_SET_FLOAT("sv_stopspeed", 75);
// Tabulate the number of players on each team.
m_iNumCT = CountTeamPlayers(CT);
m_iNumTerrorist = CountTeamPlayers(TERRORIST);
// reset the dropped bomb on everyone's radar
if (m_bMapHasBombTarget)
{
MESSAGE_BEGIN(MSG_ALL, gmsgBombPickup);
MESSAGE_END();
#ifdef REGAMEDLL_FIXES
if (m_iRoundTime > 0)
#endif
{
MESSAGE_BEGIN(MSG_ALL, gmsgShowTimer);
MESSAGE_END();
}
}
m_bBombDropped = FALSE;
// reset all players health for HLTV
MESSAGE_BEGIN(MSG_SPEC, gmsgHLTV);
WRITE_BYTE(0); // 0 = all players
WRITE_BYTE(100 | DRC_FLAG_FACEPLAYER); // 100 health + msg flag
MESSAGE_END();
// reset all players FOV for HLTV
MESSAGE_BEGIN(MSG_SPEC, gmsgHLTV);
WRITE_BYTE(0); // all players
WRITE_BYTE(0); // to default FOV value
MESSAGE_END();
auto shouldBalancedOnNextRound = []() -> bool
{
#ifdef REGAMEDLL_ADD
return autoteambalance.value == 1;
#else
return autoteambalance.value > 0;
#endif
};
if (shouldBalancedOnNextRound() && m_iUnBalancedRounds >= 1)
{
BalanceTeams();
}
if ((m_iNumCT - m_iNumTerrorist) >= 2 || (m_iNumTerrorist - m_iNumCT) >= 2)
{
m_iUnBalancedRounds++;
}
else
{
m_iUnBalancedRounds = 0;
}
// Warn the players of an impending auto-balance next round...
if (shouldBalancedOnNextRound() && m_iUnBalancedRounds == 1)
{
UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Auto_Team_Balance_Next_Round");
}
#ifdef REGAMEDLL_ADD
else if (autoteambalance.value >= 2 && m_iUnBalancedRounds >= 1)
{
BalanceTeams();
}
#endif
if (m_bCompleteReset)
{
// bounds check
if (timelimit.value < 0)
{
CVAR_SET_FLOAT("mp_timelimit", 0);
}
m_flGameStartTime = gpGlobals->time;
// Reset timelimit
if (timelimit.value)
m_flTimeLimit = gpGlobals->time + (timelimit.value * 60);
// Reset total # of rounds played
m_iTotalRoundsPlayed = 0;
m_iMaxRounds = int(CVAR_GET_FLOAT("mp_maxrounds"));
if (m_iMaxRounds < 0)
{
m_iMaxRounds = 0;
CVAR_SET_FLOAT("mp_maxrounds", 0);
}
m_iMaxRoundsWon = int(CVAR_GET_FLOAT("mp_winlimit"));
if (m_iMaxRoundsWon < 0)
{
m_iMaxRoundsWon = 0;
CVAR_SET_FLOAT("mp_winlimit", 0);
}
// Reset score info
m_iNumTerroristWins = 0;
m_iNumCTWins = 0;
m_iNumConsecutiveTerroristLoses = 0;
m_iNumConsecutiveCTLoses = 0;
// Reset team scores
UpdateTeamScores();
// Reset the player stats
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
pPlayer->Reset();
}
if (TheBots)
{
TheBots->OnEvent(EVENT_NEW_MATCH);
}
}
m_bFreezePeriod = TRUE;
m_bRoundTerminating = false;
ReadMultiplayCvars();
float flAutoKickIdle = autokick_timeout.value;
// set the idlekick max time (in seconds)
if (flAutoKickIdle > 0)
m_fMaxIdlePeriod = flAutoKickIdle;
else
#ifdef REGAMEDLL_FIXES
m_fMaxIdlePeriod = (((m_iRoundTime < 60) ? 60 : m_iRoundTime) * 2);
#else
m_fMaxIdlePeriod = (m_iRoundTime * 2);
#endif
// This makes the round timer function as the intro timer on the client side
m_iRoundTimeSecs = m_iIntroRoundTime;
// Check to see if there's a mapping info paramater entity
if (g_pMapInfo)
g_pMapInfo->CheckMapInfo();
CheckMapConditions();
if (m_bMapHasEscapeZone)
{
// Will increase this later when we count how many Ts are starting
m_iNumEscapers = m_iHaveEscaped = 0;
if (m_iNumEscapeRounds >= 3)
{
SwapAllPlayers();
m_iNumEscapeRounds = 0;
}
// Increment the number of rounds played... After 8 rounds, the players will do a whole sale switch..
m_iNumEscapeRounds++;
}
if (m_bMapHasVIPSafetyZone)
{
PickNextVIP();
m_iConsecutiveVIP++;
}
int acct_tmp = 0;
CBaseEntity *hostage = nullptr;
while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity")))
{
if (acct_tmp >= 2000)
break;
CHostage *temp = static_cast<CHostage *>(hostage);
if (hostage->pev->solid != SOLID_NOT)
{
acct_tmp += m_rgRewardAccountRules[RR_TOOK_HOSTAGE];
if (hostage->pev->deadflag == DEAD_DEAD)
{
hostage->pev->deadflag = DEAD_RESPAWNABLE;
}
}
temp->RePosition();
}
// Scale up the loser bonus when teams fall into losing streaks
if (m_iRoundWinStatus == WINSTATUS_TERRORISTS) // terrorists won
{
// check to see if they just broke a losing streak
if (m_iNumConsecutiveTerroristLoses > 1)
{
// this is the default losing bonus
m_iLoserBonus = m_rgRewardAccountRules[RR_LOSER_BONUS_MIN];
}
m_iNumConsecutiveTerroristLoses = 0; // starting fresh
m_iNumConsecutiveCTLoses++; // increment the number of wins the CTs have had
}
else if (m_iRoundWinStatus == WINSTATUS_CTS)
{
// check to see if they just broke a losing streak
if (m_iNumConsecutiveCTLoses > 1)
{
// this is the default losing bonus
m_iLoserBonus = m_rgRewardAccountRules[RR_LOSER_BONUS_MIN];
}
m_iNumConsecutiveCTLoses = 0; // starting fresh
m_iNumConsecutiveTerroristLoses++; // increment the number of wins the Terrorists have had
}
// check if the losing team is in a losing streak & that the loser bonus hasen't maxed out.
if (m_iNumConsecutiveTerroristLoses > 1 && m_iLoserBonus < m_rgRewardAccountRules[RR_LOSER_BONUS_MAX])
{
// help out the team in the losing streak
m_iLoserBonus += m_rgRewardAccountRules[RR_LOSER_BONUS_ADD];
}
else if (m_iNumConsecutiveCTLoses > 1 && m_iLoserBonus < m_rgRewardAccountRules[RR_LOSER_BONUS_MAX])
{
// help out the team in the losing streak
m_iLoserBonus += m_rgRewardAccountRules[RR_LOSER_BONUS_ADD];
}
// assign the wining and losing bonuses
if (m_iRoundWinStatus == WINSTATUS_TERRORISTS) // terrorists won
{
m_iAccountTerrorist += acct_tmp;
m_iAccountCT += m_iLoserBonus;
}
else if (m_iRoundWinStatus == WINSTATUS_CTS) // CT Won
{
m_iAccountCT += acct_tmp;
if (!m_bMapHasEscapeZone)
{
// only give them the bonus if this isn't an escape map
m_iAccountTerrorist += m_iLoserBonus;
}
}
// Update CT account based on number of hostages rescued
m_iAccountCT += m_iHostagesRescued * m_rgRewardAccountRules[RR_RESCUED_HOSTAGE];
// Update individual players accounts and respawn players
// the round time stamp must be set before players are spawned
m_fRoundStartTime = m_fRoundStartTimeReal = gpGlobals->time;
// Adrian - No cash for anyone at first rounds! ( well, only the default. )
if (m_bCompleteReset)
{
// No extra cash!
m_iAccountTerrorist = m_iAccountCT = 0;
// We are starting fresh. So it's like no one has ever won or lost.
m_iNumTerroristWins = 0;
m_iNumCTWins = 0;
m_iNumConsecutiveTerroristLoses = 0;
m_iNumConsecutiveCTLoses = 0;
m_iLoserBonus = m_rgRewardAccountRules[RR_LOSER_BONUS_DEFAULT];
}
#ifdef REGAMEDLL_FIXES
// Respawn entities (glass, doors, etc..)
CleanUpMap();
#endif
// tell bots that the round is restarting
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
pPlayer->m_iNumSpawns = 0;
pPlayer->m_bTeamChanged = false;
#ifndef REGAMEDLL_FIXES
// NOTE: unreachable code
if (!pPlayer->IsPlayer())
{
pPlayer->SyncRoundTimer();
}
#endif
if (pPlayer->m_iTeam == CT)
{
if (!pPlayer->m_bReceivesNoMoneyNextRound)
{
pPlayer->AddAccount(m_iAccountCT, RT_ROUND_BONUS);
}
}
else if (pPlayer->m_iTeam == TERRORIST)
{
// Add another potential escaper to the mix!
m_iNumEscapers++;
if (!pPlayer->m_bReceivesNoMoneyNextRound)
{
pPlayer->AddAccount(m_iAccountTerrorist, RT_ROUND_BONUS);
}
// If it's a prison scenario then remove the Ts guns
if (m_bMapHasEscapeZone)
{
// this will cause them to be reset with default weapons, armor, and items
pPlayer->m_bNotKilled = false;
}
}
if (pPlayer->m_iTeam != UNASSIGNED && pPlayer->m_iTeam != SPECTATOR)
{
#ifdef REGAMEDLL_FIXES
// remove the c4 if the player is carrying it
if (pPlayer->m_bHasC4) {
pPlayer->RemoveBomb();
}
#else
// drop the c4 if the player is carrying it
if (pPlayer->m_bHasC4) {
pPlayer->DropPlayerItem("weapon_c4");
}
#endif
pPlayer->RoundRespawn();
#ifdef REGAMEDLL_ADD
FireTargets("game_entity_restart", pPlayer, nullptr, USE_TOGGLE, 0.0);
#endif
}
// Gooseman : The following code fixes the HUD icon bug
// by removing the C4 and DEFUSER icons from the HUD regardless
// for EVERY player (regardless of what team they're on)
}
// Moved above the loop spawning the players
#ifndef REGAMEDLL_FIXES
CleanUpMap();
#endif
// Give C4 to the terrorists
if (m_bMapHasBombTarget
#ifdef REGAMEDLL_ADD
&& give_player_c4.value
#endif
)
{
GiveC4();
}
#ifdef REGAMEDLL_ADD
if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
GiveDefuserToRandomPlayer();
#endif
if (TheBots)
{
TheBots->OnEvent(EVENT_BUY_TIME_START);
}
// Reset game variables
m_flIntermissionEndTime = 0;
m_flIntermissionStartTime = 0;
m_flRestartRoundTime = 0;
m_iAccountTerrorist = m_iAccountCT = 0;
m_iHostagesRescued = 0;
m_iHostagesTouched = 0;
m_iRoundWinStatus = WINSTATUS_NONE;
m_bTargetBombed = m_bBombDefused = false;
m_bLevelInitialized = false;
m_bCompleteReset = false;
#ifdef REGAMEDLL_ADD
FireTargets("game_round_start", nullptr, nullptr, USE_TOGGLE, 0.0);
#endif
}
BOOL CHalfLifeMultiplay::IsThereABomber()
{
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->m_iTeam != CT && pPlayer->IsBombGuy())
{
// There you are.
return TRUE;
}
}
// Didn't find a bomber.
return FALSE;
}
BOOL CHalfLifeMultiplay::IsThereABomb()
{
CGrenade *pBomb = nullptr;
bool bFoundBomb = false;
while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade")))
{
if (pBomb->m_bIsC4)
{
bFoundBomb = true;
break;
}
}
if (bFoundBomb || (UTIL_FindEntityByClassname(nullptr, "weapon_c4")))
return TRUE;
return FALSE;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, TeamFull, (int team_id), team_id)
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(TeamFull)(int team_id)
{
switch (team_id)
{
case TERRORIST:
return (m_iNumTerrorist >= m_iSpawnPointCount_Terrorist);
case CT:
return (m_iNumCT >= m_iSpawnPointCount_CT);
}
return FALSE;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, TeamStacked, (int newTeam_id, int curTeam_id), newTeam_id, curTeam_id)
// checks to see if the desired team is stacked, returns true if it is
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(TeamStacked)(int newTeam_id, int curTeam_id)
{
// players are allowed to change to their own team
if (newTeam_id == curTeam_id)
return FALSE;
if (!m_iLimitTeams)
return FALSE;
switch (newTeam_id)
{
case TERRORIST:
if (curTeam_id != UNASSIGNED && curTeam_id != SPECTATOR)
return ((m_iNumTerrorist + 1) > (m_iNumCT + m_iLimitTeams - 1));
else
return ((m_iNumTerrorist + 1) > (m_iNumCT + m_iLimitTeams));
case CT:
if (curTeam_id != UNASSIGNED && curTeam_id != SPECTATOR)
return ((m_iNumCT + 1) > (m_iNumTerrorist + m_iLimitTeams - 1));
else
return ((m_iNumCT + 1) > (m_iNumTerrorist + m_iLimitTeams));
}
return FALSE;
}
void CHalfLifeMultiplay::StackVIPQueue()
{
for (int i = MAX_VIP_QUEUES - 2; i > 0; i--)
{
if (m_pVIPQueue[i - 1])
{
if (!m_pVIPQueue[i])
{
m_pVIPQueue[i] = m_pVIPQueue[i + 1];
m_pVIPQueue[i + 1] = nullptr;
}
}
else
{
m_pVIPQueue[i - 1] = m_pVIPQueue[i];
m_pVIPQueue[i] = m_pVIPQueue[i + 1];
m_pVIPQueue[i + 1] = nullptr;
}
}
}
bool CHalfLifeMultiplay::IsVIPQueueEmpty()
{
for (int i = 0; i < MAX_VIP_QUEUES; i++)
{
CBasePlayer *toCheck = m_pVIPQueue[i];
if (toCheck && toCheck->m_iTeam != CT)
{
m_pVIPQueue[i] = nullptr;
}
}
StackVIPQueue();
return (!m_pVIPQueue[0] && !m_pVIPQueue[1] && !m_pVIPQueue[2] && !m_pVIPQueue[3] && !m_pVIPQueue[4]);
}
bool CHalfLifeMultiplay::AddToVIPQueue(CBasePlayer *toAdd)
{
for (int i = 0; i < MAX_VIP_QUEUES; i++)
{
CBasePlayer *toCheck = m_pVIPQueue[i];
if (toCheck && toCheck->m_iTeam != CT)
{
m_pVIPQueue[i] = nullptr;
}
}
StackVIPQueue();
if (toAdd->m_iTeam == CT)
{
int j;
for (j = 0; j < MAX_VIP_QUEUES; j++)
{
if (m_pVIPQueue[j] == toAdd)
{
ClientPrint(toAdd->pev, HUD_PRINTCENTER, "#Game_in_position", UTIL_dtos1(j + 1));
return FALSE;
}
}
for (j = 0; j < MAX_VIP_QUEUES; j++)
{
if (!m_pVIPQueue[j])
{
m_pVIPQueue[j] = toAdd;
StackVIPQueue();
ClientPrint(toAdd->pev, HUD_PRINTCENTER, "#Game_added_position", UTIL_dtos1(j + 1));
return TRUE;
}
}
ClientPrint(toAdd->pev, HUD_PRINTCENTER, "#All_VIP_Slots_Full");
}
return FALSE;
}
void CHalfLifeMultiplay::ResetCurrentVIP()
{
char *infobuffer = GET_INFO_BUFFER(m_pVIP->edict());
int numSkins = AreRunningCZero() ? CZ_NUM_SKIN : CS_NUM_SKIN;
switch (RANDOM_LONG(0, numSkins))
{
case 1:
m_pVIP->m_iModelName = MODEL_GSG9;
m_pVIP->SetClientUserInfoModel(infobuffer, "gsg9");
break;
case 2:
m_pVIP->m_iModelName = MODEL_SAS;
m_pVIP->SetClientUserInfoModel(infobuffer, "sas");
break;
case 3:
m_pVIP->m_iModelName = MODEL_GIGN;
m_pVIP->SetClientUserInfoModel(infobuffer, "gign");
break;
case 4:
if (AreRunningCZero())
{
m_pVIP->m_iModelName = MODEL_SPETSNAZ;
m_pVIP->SetClientUserInfoModel(infobuffer, "spetsnaz");
break;
}
default:
m_pVIP->m_iModelName = MODEL_URBAN;
m_pVIP->SetClientUserInfoModel(infobuffer, "urban");
break;
}
m_pVIP->m_bIsVIP = false;
m_pVIP->m_bNotKilled = false;
}
void CHalfLifeMultiplay::PickNextVIP()
{
if (!IsVIPQueueEmpty())
{
// Remove the current VIP from his VIP status and make him a regular CT.
if (m_pVIP)
{
ResetCurrentVIP();
}
for (int i = 0; i < MAX_VIP_QUEUES; i++)
{
if (m_pVIPQueue[i])
{
m_pVIP = m_pVIPQueue[i];
m_pVIP->MakeVIP();
m_pVIPQueue[i] = nullptr; // remove this player from the VIP queue
StackVIPQueue(); // and re-organize the queue
m_iConsecutiveVIP = 0;
return;
}
}
}
// If it's been the same VIP for 3 rounds already.. then randomly pick a new one
else if (m_iConsecutiveVIP >= 3)
{
if (++m_iLastPick > m_iNumCT)
m_iLastPick = 1;
int iCount = 1;
CBaseEntity *pEntity = nullptr;
CBasePlayer *pLastPlayer = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->m_iTeam == CT && iCount == m_iLastPick)
{
if (pPlayer == m_pVIP && pLastPlayer)
pPlayer = pLastPlayer;
// Remove the current VIP from his VIP status and make him a regular CT.
if (m_pVIP)
{
ResetCurrentVIP();
}
pPlayer->MakeVIP();
m_iConsecutiveVIP = 0;
break;
}
if (pPlayer->m_iTeam == CT)
iCount++;
if (pPlayer->m_iTeam != SPECTATOR)
pLastPlayer = pPlayer;
}
}
// There is no VIP and there is no one waiting to be the VIP.. therefore just pick the first CT player we can find.
else if (m_pVIP == nullptr)
{
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->m_iTeam == CT)
{
pPlayer->MakeVIP();
m_iConsecutiveVIP = 0;
return;
}
}
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, Think)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(Think)()
{
MonitorTutorStatus();
m_VoiceGameMgr.Update(gpGlobals->frametime);
if (g_psv_clienttrace->value != 1.0f)
{
CVAR_SET_FLOAT("sv_clienttrace", 1);
}
if (!m_fRoundStartTime)
{
// initialize the timer time stamps, this happens once only
m_fRoundStartTime = m_fRoundStartTimeReal = gpGlobals->time;
}
if (m_flForceCameraValue != forcecamera.value
|| m_flForceChaseCamValue != forcechasecam.value
|| m_flFadeToBlackValue != fadetoblack.value)
{
MESSAGE_BEGIN(MSG_ALL, gmsgForceCam);
WRITE_BYTE(forcecamera.value != 0);
WRITE_BYTE(forcechasecam.value != 0);
WRITE_BYTE(fadetoblack.value == FADETOBLACK_STAY);
MESSAGE_END();
m_flForceCameraValue = forcecamera.value;
m_flForceChaseCamValue = forcechasecam.value;
m_flFadeToBlackValue = fadetoblack.value;
}
// Check game rules
if (CheckGameOver())
return;
// have we hit the timelimit?
if (CheckTimeLimit())
return;
// did somebody hit the fraglimit ?
if (CheckFragLimit())
return;
if (!IsCareer())
{
// have we hit the max rounds?
if (CheckMaxRounds())
return;
if (CheckWinLimit())
return;
}
if (!IsCareer() || (m_fCareerMatchMenuTime <= 0.0 || m_fCareerMatchMenuTime >= gpGlobals->time))
{
if (m_iStoredSpectValue != allow_spectators.value)
{
m_iStoredSpectValue = allow_spectators.value;
MESSAGE_BEGIN(MSG_ALL, gmsgAllowSpec);
WRITE_BYTE(int(allow_spectators.value));
MESSAGE_END();
}
// Check for the end of the round.
if (IsFreezePeriod())
{
CheckFreezePeriodExpired();
}
else
{
CheckRoundTimeExpired();
}
if (m_flRestartRoundTime > 0.0f && m_flRestartRoundTime <= gpGlobals->time)
{
if (!IsCareer() || !m_fCareerRoundMenuTime)
{
RestartRound();
}
else if (TheCareerTasks)
{
bool isBotSpeaking = false;
if (m_flRestartRoundTime + 10.0f > gpGlobals->time)
{
isBotSpeaking = IsBotSpeaking();
}
if (!isBotSpeaking)
{
if (m_fCareerMatchMenuTime == 0.0f && m_iCareerMatchWins)
{
bool canCTsWin = true;
bool canTsWin = true;
if (m_iNumCTWins < m_iCareerMatchWins || (m_iNumCTWins - m_iNumTerroristWins < m_iRoundWinDifference))
canCTsWin = false;
if (m_iNumTerroristWins < m_iCareerMatchWins || (m_iNumTerroristWins - m_iNumCTWins < m_iRoundWinDifference))
canTsWin = false;
if (!Q_strcmp(humans_join_team.string, "CT"))
{
if (!TheCareerTasks->AreAllTasksComplete())
{
canCTsWin = false;
}
}
else if (!TheCareerTasks->AreAllTasksComplete())
{
canTsWin = false;
}
if (canCTsWin || canTsWin)
{
m_fCareerRoundMenuTime = 0;
m_fCareerMatchMenuTime = gpGlobals->time + 3.0f;
return;
}
}
m_bFreezePeriod = TRUE;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (!pPlayer->IsBot())
{
MESSAGE_BEGIN(MSG_ONE, gmsgCZCareerHUD, nullptr, pPlayer->pev);
WRITE_STRING("ROUND");
WRITE_LONG(m_iNumCTWins);
WRITE_LONG(m_iNumTerroristWins);
WRITE_BYTE(m_iCareerMatchWins);
WRITE_BYTE(m_iRoundWinDifference);
WRITE_BYTE(m_iRoundWinStatus);
MESSAGE_END();
pPlayer->m_iHideHUD |= HIDEHUD_ALL;
m_flRestartRoundTime = gpGlobals->time + 100000.0;
UTIL_LogPrintf("Career Round %d %d %d %d\n", m_iRoundWinStatus, m_iNumCTWins, m_iNumTerroristWins, TheCareerTasks->AreAllTasksComplete());
break;
}
}
m_fCareerRoundMenuTime = 0;
}
}
if (TheTutor)
{
TheTutor->PurgeMessages();
}
}
CheckLevelInitialized();
if (gpGlobals->time > m_tmNextPeriodicThink)
{
CheckRestartRound();
m_tmNextPeriodicThink = gpGlobals->time + 1.0f;
if (g_psv_accelerate->value != 5.0f)
{
CVAR_SET_FLOAT("sv_accelerate", 5.0f);
}
if (g_psv_friction->value != 4.0f)
{
CVAR_SET_FLOAT("sv_friction", 4.0f);
}
if (g_psv_stopspeed->value != 75.0f)
{
CVAR_SET_FLOAT("sv_stopspeed", 75.0f);
}
m_iMaxRounds = int(maxrounds.value);
if (m_iMaxRounds < 0)
{
m_iMaxRounds = 0;
CVAR_SET_FLOAT("mp_maxrounds", 0);
}
m_iMaxRoundsWon = int(winlimit.value);
if (m_iMaxRoundsWon < 0)
{
m_iMaxRoundsWon = 0;
CVAR_SET_FLOAT("mp_winlimit", 0);
}
}
}
else
{
if (m_fCareerMatchMenuTime + 10 <= gpGlobals->time || !IsBotSpeaking())
{
UTIL_CareerDPrintf("Ending career match...one team has won the specified number of rounds\n");
MESSAGE_BEGIN(MSG_ALL, gmsgCZCareer);
WRITE_STRING("MATCH");
WRITE_LONG(m_iNumCTWins);
WRITE_LONG(m_iNumTerroristWins);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgCZCareerHUD);
WRITE_STRING("MATCH");
WRITE_LONG(m_iNumCTWins);
WRITE_LONG(m_iNumTerroristWins);
WRITE_BYTE(m_iCareerMatchWins);
WRITE_BYTE(m_iRoundWinDifference);
WRITE_BYTE(m_iRoundWinStatus);
MESSAGE_END();
UTIL_LogPrintf("Career Match %d %d %d %d\n", m_iRoundWinStatus, m_iNumCTWins, m_iNumTerroristWins, TheCareerTasks->AreAllTasksComplete());
SERVER_COMMAND("setpause\n");
}
}
}
bool CHalfLifeMultiplay::CheckGameOver()
{
// someone else quit the game already
if (m_bGameOver)
{
// bounds check
int time = int(CVAR_GET_FLOAT("mp_chattime"));
if (time < 1)
CVAR_SET_STRING("mp_chattime", "1");
else if (time > MAX_INTERMISSION_TIME)
CVAR_SET_STRING("mp_chattime", UTIL_dtos1(MAX_INTERMISSION_TIME));
m_flIntermissionEndTime = m_flIntermissionStartTime + mp_chattime.value;
// check to see if we should change levels now
if (m_flIntermissionEndTime < gpGlobals->time && !IsCareer())
{
if (!UTIL_HumansInGame() // if only bots, just change immediately
#ifdef REGAMEDLL_FIXES
|| IsMultiplayer()
#endif
|| m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
|| ((m_flIntermissionStartTime + MAX_INTERMISSION_TIME) < gpGlobals->time))
{
// intermission is over
ChangeLevel();
}
}
return true;
}
return false;
}
bool CHalfLifeMultiplay::CheckTimeLimit()
{
if (timelimit.value < 0)
{
CVAR_SET_FLOAT("mp_timelimit", 0);
return false;
}
if (!IsCareer())
{
if (timelimit.value)
{
m_flTimeLimit = m_flGameStartTime + timelimit.value * 60.0f;
if (gpGlobals->time >= m_flTimeLimit)
{
ALERT(at_console, "Changing maps because time limit has been met\n");
GoToIntermission();
return true;
}
}
#ifdef REGAMEDLL_ADD
static int lastTime = 0;
int timeRemaining = (int)(timelimit.value ? (m_flTimeLimit - gpGlobals->time) : 0);
// Updates once per second
if (timeRemaining != lastTime)
{
lastTime = timeRemaining;
g_engfuncs.pfnCvar_DirectSet(&timeleft, UTIL_VarArgs("%02d:%02d", timeRemaining / 60, timeRemaining % 60));
}
#endif
}
return false;
}
bool CHalfLifeMultiplay::CheckMaxRounds()
{
if (m_iMaxRounds != 0 && m_iTotalRoundsPlayed >= m_iMaxRounds)
{
ALERT(at_console, "Changing maps due to maximum rounds have been met\n");
GoToIntermission();
return true;
}
return false;
}
bool CHalfLifeMultiplay::CheckWinLimit()
{
// has one team won the specified number of rounds?
if (m_iMaxRoundsWon != 0 && (m_iNumCTWins >= m_iMaxRoundsWon || m_iNumTerroristWins >= m_iMaxRoundsWon))
{
if ((m_iNumCTWins - m_iNumTerroristWins >= m_iRoundWinDifference) || (m_iNumTerroristWins - m_iNumCTWins >= m_iRoundWinDifference))
{
ALERT(at_console, "Changing maps...one team has won the specified number of rounds\n");
GoToIntermission();
return true;
}
}
return false;
}
bool CHalfLifeMultiplay::CheckFragLimit()
{
#ifdef REGAMEDLL_ADD
int fragsRemaining = 0;
if (fraglimit.value >= 1)
{
int bestFrags = fraglimit.value;
// check if any player is over the frag limit
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer) || pPlayer->has_disconnected)
continue;
if (pPlayer->pev->frags >= fraglimit.value)
{
ALERT(at_console, "Changing maps because frag limit has been met\n");
GoToIntermission();
return true;
}
int remain = (int)(fraglimit.value - pPlayer->pev->frags);
if (remain < bestFrags)
{
bestFrags = remain;
}
}
fragsRemaining = bestFrags;
}
static int lastFrags = 0;
// Updates when frags change
if (fragsRemaining != lastFrags)
{
lastFrags = fragsRemaining;
g_engfuncs.pfnCvar_DirectSet(&fragsleft, UTIL_VarArgs("%i", fragsRemaining));
}
#endif
return false;
}
void EXT_FUNC CHalfLifeMultiplay::OnRoundFreezeEnd()
{
// Log this information
UTIL_LogPrintf("World triggered \"Round_Start\"\n");
// Freeze period expired: kill the flag
m_bFreezePeriod = FALSE;
char CT_sentence[40];
char T_sentence[40];
switch (RANDOM_LONG(0, 3))
{
case 0:
Q_strncpy(CT_sentence, "%!MRAD_MOVEOUT", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_MOVEOUT", sizeof(T_sentence));
break;
case 1:
Q_strncpy(CT_sentence, "%!MRAD_LETSGO", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_LETSGO", sizeof(T_sentence));
break;
case 2:
Q_strncpy(CT_sentence, "%!MRAD_LOCKNLOAD", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_LOCKNLOAD", sizeof(T_sentence));
break;
default:
Q_strncpy(CT_sentence, "%!MRAD_GO", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_GO", sizeof(T_sentence));
break;
}
// More specific radio commands for the new scenarios : Prison & Assasination
if (m_bMapHasEscapeZone)
{
Q_strncpy(CT_sentence, "%!MRAD_ELIM", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_GETOUT", sizeof(T_sentence));
}
else if (m_bMapHasVIPSafetyZone)
{
Q_strncpy(CT_sentence, "%!MRAD_VIP", sizeof(CT_sentence));
Q_strncpy(T_sentence, "%!MRAD_LOCKNLOAD", sizeof(T_sentence));
}
// Reset the round time
m_fRoundStartTimeReal = m_fRoundStartTime = gpGlobals->time;
// in seconds
m_iRoundTimeSecs = m_iRoundTime;
bool bCTPlayed = false;
bool bTPlayed = false;
if (TheCareerTasks)
{
TheCareerTasks->HandleEvent(EVENT_ROUND_START);
}
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *plr = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(plr))
continue;
#ifndef REGAMEDLL_FIXES
if (plr->pev->flags == FL_DORMANT)
continue;
#endif
if (plr->m_iJoiningState == JOINED)
{
if (plr->m_iTeam == CT && !bCTPlayed)
{
plr->Radio(CT_sentence);
bCTPlayed = true;
}
else if (plr->m_iTeam == TERRORIST && !bTPlayed)
{
plr->Radio(T_sentence);
bTPlayed = true;
}
if (plr->m_iTeam != SPECTATOR)
{
plr->ResetMaxSpeed();
plr->m_bCanShoot = true;
}
}
plr->SyncRoundTimer();
}
if (TheBots)
{
TheBots->OnEvent(EVENT_ROUND_START);
}
if (TheCareerTasks)
{
TheCareerTasks->HandleEvent(EVENT_ROUND_START);
}
#ifdef REGAMEDLL_ADD
FireTargets("game_round_freeze_end", nullptr, nullptr, USE_TOGGLE, 0.0);
#endif
}
void CHalfLifeMultiplay::CheckFreezePeriodExpired()
{
if (GetRoundRemainingTime() > 0)
return;
g_ReGameHookchains.m_CSGameRules_OnRoundFreezeEnd.callChain(&CHalfLifeMultiplay::OnRoundFreezeEnd, this);
}
bool CHalfLifeMultiplay::Target_Saved(float tmDelay)
{
Broadcast("ctwin");
m_iAccountCT += m_rgRewardAccountRules[RR_TARGET_BOMB_SAVED];
#ifdef REGAMEDLL_FIXES
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
#else
m_iNumCTWins++;
#endif
EndRoundMessage("#Target_Saved", ROUND_TARGET_SAVED);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
#ifndef REGAMEDLL_FIXES
UpdateTeamScores();
#endif
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(TERRORIST);
return true;
}
bool CHalfLifeMultiplay::Hostage_NotRescued(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[RR_HOSTAGE_NOT_RESCUED];
#ifdef REGAMEDLL_FIXES
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
#else
m_iNumTerroristWins++;
#endif
EndRoundMessage("#Hostages_Not_Rescued", ROUND_HOSTAGE_NOT_RESCUED);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
#ifndef REGAMEDLL_FIXES
UpdateTeamScores();
#endif
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(CT);
return true;
}
bool CHalfLifeMultiplay::Prison_NotEscaped(float tmDelay)
{
Broadcast("ctwin");
#ifdef REGAMEDLL_FIXES
if (!m_bNeededPlayers)
{
m_iNumCTWins++;
// Update the clients team score
UpdateTeamScores();
}
#else
m_iNumCTWins++;
#endif
EndRoundMessage("#Terrorists_Not_Escaped", ROUND_TERRORISTS_NOT_ESCAPED);
TerminateRound(tmDelay, WINSTATUS_CTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_CTS);
}
#ifndef REGAMEDLL_FIXES
UpdateTeamScores();
#endif
return true;
}
bool CHalfLifeMultiplay::VIP_NotEscaped(float tmDelay)
{
Broadcast("terwin");
m_iAccountTerrorist += m_rgRewardAccountRules[RR_VIP_NOT_ESCAPED];
#ifdef REGAMEDLL_FIXES
if (!m_bNeededPlayers)
{
m_iNumTerroristWins++;
// Update the clients team score
UpdateTeamScores();
}
#else
m_iNumTerroristWins++;
#endif
EndRoundMessage("#VIP_Not_Escaped", ROUND_VIP_NOT_ESCAPED);
TerminateRound(tmDelay, WINSTATUS_TERRORISTS);
if (IsCareer())
{
QueueCareerRoundEndMenu(tmDelay, WINSTATUS_TERRORISTS);
}
#ifndef REGAMEDLL_FIXES
UpdateTeamScores();
#endif
return true;
}
bool CHalfLifeMultiplay::RoundOver(float tmDelay)
{
EndRoundMessage("#Cstrike_Tutor_Round_Over", ROUND_GAME_OVER);
Broadcast("rounddraw");
TerminateRound(tmDelay, WINSTATUS_DRAW);
return true;
}
void CHalfLifeMultiplay::CheckRoundTimeExpired()
{
if (HasRoundInfinite(SCENARIO_BLOCK_TIME_EXPRIRED))
return;
if (!HasRoundTimeExpired())
return;
#if 0
// Round time expired
float flEndRoundTime;
// Check to see if there's still a live C4 hanging around.. if so, wait until this C4 blows before ending the round
CGrenade *pBomb = (CGrenade *)UTIL_FindEntityByClassname(nullptr, "grenade");
if (pBomb)
{
if (!pBomb->m_bJustBlew)
flEndRoundTime = pBomb->m_flC4Blow;
else
flEndRoundTime = gpGlobals->time + 5.0f;
}
#endif
#ifdef REGAMEDLL_ADD
int scenarioFlags = UTIL_ReadFlags(round_infinite.string);
#else
// the icc compiler will cut out all of the code which refers to it
int scenarioFlags = 0;
#endif
// New code to get rid of round draws!!
if (!(scenarioFlags & SCENARIO_BLOCK_BOMB_TIME) && m_bMapHasBombTarget)
{
if (!OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_TARGET_SAVED, GetRoundRestartDelay()))
return;
}
else if (!(scenarioFlags & SCENARIO_BLOCK_HOSTAGE_RESCUE_TIME) && UTIL_FindEntityByClassname(nullptr, "hostage_entity"))
{
if (!OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_HOSTAGE_NOT_RESCUED, GetRoundRestartDelay()))
return;
}
else if (!(scenarioFlags & SCENARIO_BLOCK_PRISON_ESCAPE_TIME) && m_bMapHasEscapeZone)
{
if (!OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_TERRORISTS_NOT_ESCAPED, GetRoundRestartDelay()))
return;
}
else if (!(scenarioFlags & SCENARIO_BLOCK_VIP_ESCAPE_TIME) && m_bMapHasVIPSafetyZone)
{
if (!OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_VIP_NOT_ESCAPED, GetRoundRestartDelay()))
return;
}
#ifdef REGAMEDLL_ADD
else if (roundover.value)
{
switch ((int)roundover.value)
{
case 1:
default:
{
if (!OnRoundEnd_Intercept(WINSTATUS_DRAW, ROUND_GAME_OVER, GetRoundRestartDelay()))
return;
break;
}
case 2:
{
if (!OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, GetRoundRestartDelay()))
return;
break;
}
case 3:
{
if (!OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_CTS_WIN, GetRoundRestartDelay()))
return;
break;
}
}
}
#endif
// This is done so that the portion of code has enough time to do it's thing.
m_fRoundStartTime = gpGlobals->time + 60.0f;
}
void CHalfLifeMultiplay::CheckLevelInitialized()
{
if (!m_bLevelInitialized)
{
// Count the number of spawn points for each team
// This determines the maximum number of players allowed on each
m_iSpawnPointCount_Terrorist = UTIL_CountEntities("info_player_deathmatch");
m_iSpawnPointCount_CT = UTIL_CountEntities("info_player_start");
#ifdef REGAMEDLL_FIXES
m_bMapHasCameras = UTIL_CountEntities("trigger_camera");
#endif
m_bLevelInitialized = true;
}
}
bool CHalfLifeMultiplay::RestartRoundCheck(float tmDelay)
{
// log the restart
UTIL_LogPrintf("World triggered \"Restart_Round_(%i_%s)\"\n", (int)tmDelay, (tmDelay == 1) ? "second" : "seconds");
UTIL_LogPrintf("Team \"CT\" scored \"%i\" with \"%i\" players\n", m_iNumCTWins, m_iNumCT);
UTIL_LogPrintf("Team \"TERRORIST\" scored \"%i\" with \"%i\" players\n", m_iNumTerroristWins, m_iNumTerrorist);
// let the players know
UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Game_will_restart_in", UTIL_dtos1(tmDelay), (tmDelay == 1) ? "SECOND" : "SECONDS");
UTIL_ClientPrintAll(HUD_PRINTCONSOLE, "#Game_will_restart_in_console", UTIL_dtos1(tmDelay), (tmDelay == 1) ? "SECOND" : "SECONDS");
m_flRestartRoundTime = gpGlobals->time + tmDelay;
m_bCompleteReset = true;
CVAR_SET_FLOAT("sv_restartround", 0);
CVAR_SET_FLOAT("sv_restart", 0);
CareerRestart();
return true;
}
void CHalfLifeMultiplay::CheckRestartRound()
{
// Restart the round if specified by the server
int iRestartDelay = int(restartround.value);
if (!iRestartDelay)
{
iRestartDelay = sv_restart.value;
}
if (iRestartDelay > 0)
{
#ifndef REGAMEDLL_ADD
if (iRestartDelay > 60)
iRestartDelay = 60;
#endif
OnRoundEnd_Intercept(WINSTATUS_NONE, ROUND_GAME_RESTART, iRestartDelay);
}
}
bool CHalfLifeMultiplay::HasRoundTimeExpired()
{
#ifdef REGAMEDLL_ADD
if (!m_iRoundTime)
return false;
#endif
// We haven't completed other objectives, so go for this!.
if (GetRoundRemainingTime() > 0 || m_iRoundWinStatus != WINSTATUS_NONE)
{
return false;
}
// If the bomb is planted, don't let the round timer end the round.
// keep going until the bomb explodes or is defused
if (!IsBombPlanted())
{
if (cv_bot_nav_edit.value == 0.0f || IS_DEDICATED_SERVER() || UTIL_HumansInGame() != 1)
{
return true;
}
}
return false;
}
bool CHalfLifeMultiplay::IsBombPlanted()
{
if (m_bMapHasBombTarget)
{
CGrenade *bomb = nullptr;
while ((bomb = UTIL_FindEntityByClassname(bomb, "grenade")))
{
if (bomb->m_bIsC4)
{
return true;
}
}
}
return false;
}
// Living players on the given team need to be marked as not receiving any money next round.
void CHalfLifeMultiplay::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam)
{
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (pPlayer->m_iTeam == iTeam)
{
if (pPlayer->pev->health > 0 && pPlayer->pev->deadflag == DEAD_NO)
{
pPlayer->m_bReceivesNoMoneyNextRound = true;
}
}
}
}
void CHalfLifeMultiplay::CareerRestart()
{
m_bGameOver = false;
if (m_flRestartRoundTime == 0.0f)
{
m_flRestartRoundTime = gpGlobals->time + 1.0f;
}
// for reset everything
m_bCompleteReset = true;
m_fCareerRoundMenuTime = 0;
m_fCareerMatchMenuTime = 0;
if (TheCareerTasks)
{
TheCareerTasks->Reset(false);
}
m_bSkipSpawn = false;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (!pPlayer->IsBot())
{
pPlayer->ForceClientDllUpdate();
}
}
}
BOOL CHalfLifeMultiplay::IsMultiplayer()
{
return TRUE;
}
BOOL CHalfLifeMultiplay::IsDeathmatch()
{
return TRUE;
}
BOOL CHalfLifeMultiplay::IsCoOp()
{
return gpGlobals->coop;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, FShouldSwitchWeapon, (CBasePlayer *pPlayer, CBasePlayerItem *pWeapon), pPlayer, pWeapon)
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(FShouldSwitchWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
if (!pWeapon->CanDeploy())
{
// that weapon can't deploy anyway.
return FALSE;
}
if (!pPlayer->m_pActiveItem)
{
// player doesn't have an active item!
return TRUE;
}
if (pPlayer->m_iAutoWepSwitch == 0)
return FALSE;
#ifdef REGAMEDLL_ADD
if (pPlayer->m_iAutoWepSwitch == 2 && (pPlayer->m_afButtonLast & (IN_ATTACK | IN_ATTACK2)))
return FALSE;
#endif
if (!pPlayer->m_pActiveItem->CanHolster())
{
// can't put away the active item.
return FALSE;
}
#ifdef REGAMEDLL_FIXES
if (pPlayer->pev->waterlevel == 3)
{
if (pWeapon->iFlags() & ITEM_FLAG_NOFIREUNDERWATER)
return FALSE;
if (pPlayer->m_pActiveItem->iFlags() & ITEM_FLAG_NOFIREUNDERWATER)
return TRUE;
}
#endif
if (pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight())
return TRUE;
return FALSE;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, GetNextBestWeapon, (CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon), pPlayer, pCurrentWeapon)
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GetNextBestWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon)
{
CBasePlayerItem *pCheck;
CBasePlayerItem *pBest; // this will be used in the event that we don't find a weapon in the same category.
int iBestWeight;
int i;
bool inWater = pPlayer->pev->waterlevel == 3;
if (!pCurrentWeapon->CanHolster())
{
// can't put this gun away right now, so can't switch.
return FALSE;
}
iBestWeight = -1; // no weapon lower than -1 can be autoswitched to
pBest = nullptr;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
pCheck = pPlayer->m_rgpPlayerItems[i];
while (pCheck)
{
// don't reselect the weapon we're trying to get rid of
if (pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon
#ifdef REGAMEDLL_FIXES
&& !(inWater && (pCheck->iFlags() & ITEM_FLAG_NOFIREUNDERWATER))
#endif
)
{
//ALERT (at_console, "Considering %s\n", STRING(pCheck->pev->classname));
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
// that the player was using. This will end up leaving the player with his heaviest-weighted weapon.
if (pCheck->CanDeploy())
{
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->iWeight();
pBest = pCheck;
}
}
pCheck = pCheck->m_pNext;
}
}
// if we make it here, we've checked all the weapons and found no useable
// weapon in the same catagory as the current weapon.
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
// at least get the crowbar, but ya never know.
if (!pBest)
{
return FALSE;
}
pPlayer->SwitchWeapon(pBest);
return TRUE;
}
BOOL CHalfLifeMultiplay::ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd)
{
return m_VoiceGameMgr.ClientCommand(pPlayer, pcmd);
}
BOOL CHalfLifeMultiplay::ClientCommand(CBasePlayer *pPlayer, const char *pcmd)
{
return FALSE;
}
BOOL CHalfLifeMultiplay::ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason)
{
m_VoiceGameMgr.ClientConnected(pEntity);
return TRUE;
}
void CHalfLifeMultiplay::UpdateGameMode(CBasePlayer *pPlayer)
{
MESSAGE_BEGIN(MSG_ONE, gmsgGameMode, nullptr, pPlayer->edict());
WRITE_BYTE(1);
MESSAGE_END();
}
void CHalfLifeMultiplay::InitHUD(CBasePlayer *pl)
{
int i;
// notify other clients of player joining the game
UTIL_LogPrintf("\"%s<%i><%s><>\" entered the game\n", STRING(pl->pev->netname), GETPLAYERUSERID(pl->edict()), GETPLAYERAUTHID(pl->edict()));
UpdateGameMode(pl);
if (!CVAR_GET_FLOAT("sv_cheats"))
{
MESSAGE_BEGIN(MSG_ONE, gmsgViewMode, nullptr, pl->edict());
MESSAGE_END();
}
// sending just one score makes the hud scoreboard active; otherwise
// it is just disabled for single play
MESSAGE_BEGIN(MSG_ONE, gmsgScoreInfo, nullptr, pl->edict());
WRITE_BYTE(ENTINDEX(pl->edict()));
WRITE_SHORT(0);
WRITE_SHORT(0);
WRITE_SHORT(0);
WRITE_SHORT(pl->m_iTeam);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgShadowIdx, nullptr, pl->edict());
WRITE_LONG(g_iShadowSprite);
MESSAGE_END();
if (IsCareer())
{
MESSAGE_BEGIN(MSG_ONE, gmsgCZCareer, nullptr, pl->edict());
WRITE_STRING("START");
WRITE_SHORT(m_iRoundTime);
MESSAGE_END();
}
else
SendMOTDToClient(pl->edict());
// loop through all active players and send their score info to the new client
for (i = 1; i <= gpGlobals->maxClients; i++)
{
// FIXME: Probably don't need to cast this just to read m_iDeaths
CBasePlayer *plr = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(plr))
continue;
MESSAGE_BEGIN(MSG_ONE, gmsgScoreInfo, nullptr, pl->edict());
WRITE_BYTE(i); // client number
WRITE_SHORT(int(plr->pev->frags));
WRITE_SHORT(plr->m_iDeaths);
WRITE_SHORT(0);
WRITE_SHORT(plr->m_iTeam);
MESSAGE_END();
}
MESSAGE_BEGIN(MSG_ONE, gmsgTeamScore, nullptr, pl->edict());
WRITE_STRING("TERRORIST");
WRITE_SHORT(m_iNumTerroristWins);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgTeamScore, nullptr, pl->edict());
WRITE_STRING("CT");
WRITE_SHORT(m_iNumCTWins);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgAllowSpec, nullptr, pl->edict());
WRITE_BYTE(int(allow_spectators.value));
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgForceCam, nullptr, pl->edict());
WRITE_BYTE(forcecamera.value != 0);
WRITE_BYTE(forcechasecam.value != 0);
WRITE_BYTE(fadetoblack.value == FADETOBLACK_STAY);
MESSAGE_END();
if (m_bGameOver)
{
MESSAGE_BEGIN(MSG_ONE, SVC_INTERMISSION, nullptr, pl->edict());
MESSAGE_END();
}
for (i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *plr = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(plr))
continue;
MESSAGE_BEGIN(MSG_ONE, gmsgTeamInfo, nullptr, pl->edict());
WRITE_BYTE(plr->entindex());
WRITE_STRING(GetTeamName(plr->m_iTeam));
MESSAGE_END();
plr->SetScoreboardAttributes(pl);
if (pl->entindex() != i)
{
#ifndef REGAMEDLL_FIXES
if (plr->IsDormant())
continue;
#endif
if (plr->pev->deadflag == DEAD_NO
#ifdef BUILD_LATEST_FIXES
&& plr->m_iTeam == pl->m_iTeam
#endif
)
{
MESSAGE_BEGIN(MSG_ONE, gmsgRadar, nullptr, pl->edict());
WRITE_BYTE(plr->entindex());
WRITE_COORD(plr->pev->origin.x);
WRITE_COORD(plr->pev->origin.y);
WRITE_COORD(plr->pev->origin.z);
MESSAGE_END();
}
}
#ifdef BUILD_LATEST
MESSAGE_BEGIN(MSG_ONE, gmsgHealthInfo, nullptr, pl->edict());
WRITE_BYTE(plr->entindex());
WRITE_LONG(plr->ShouldToShowHealthInfo(pl) ? plr->m_iClientHealth : -1 /* means that 'HP' field will be hidden */);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ONE, gmsgAccount, nullptr, pl->edict());
WRITE_BYTE(plr->entindex());
WRITE_LONG(plr->ShouldToShowAccount(pl) ? plr->m_iAccount : -1 /* means that this 'Money' will be hidden */);
MESSAGE_END();
#endif // BUILD_LATEST
}
auto SendMsgBombDrop = [&pl](const int flag, const Vector& pos)
{
MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, nullptr, pl->edict());
WRITE_COORD(pos.x);
WRITE_COORD(pos.y);
WRITE_COORD(pos.z);
WRITE_BYTE(flag);
MESSAGE_END();
};
if (m_bBombDropped)
{
CBaseEntity *pWeaponC4 = UTIL_FindEntityByClassname(nullptr, "weapon_c4");
if (pWeaponC4)
{
SendMsgBombDrop(BOMB_FLAG_DROPPED, pWeaponC4->pev->origin);
}
}
#ifdef REGAMEDLL_FIXES
else
{
CGrenade *bomb = nullptr;
while ((bomb = UTIL_FindEntityByClassname(bomb, "grenade")))
{
if (bomb->m_bIsC4)
{
// if the bomb was planted, which will trigger the round timer to hide.
SendMsgBombDrop(BOMB_FLAG_PLANTED, bomb->pev->origin);
if (m_iRoundTime > 0 || GetRoundRemainingTime() >= 1.0f)
{
MESSAGE_BEGIN(MSG_ONE, gmsgShowTimer, nullptr, pl->pev);
MESSAGE_END();
}
else
{
// HACK HACK, we need to hide only the timer.
SendMsgBombDrop(BOMB_FLAG_PLANTED, g_vecZero);
MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, nullptr, pl->pev);
MESSAGE_END();
}
break;
}
}
}
#endif
}
void CHalfLifeMultiplay::ClientDisconnected(edict_t *pClient)
{
if (pClient)
{
CBasePlayer *pPlayer = CBasePlayer::Instance(pClient);
if (pPlayer)
{
pPlayer->has_disconnected = true;
pPlayer->pev->deadflag = DEAD_DEAD;
pPlayer->SetScoreboardAttributes();
if (pPlayer->m_bHasC4)
{
pPlayer->DropPlayerItem("weapon_c4");
}
if (pPlayer->m_bHasDefuser)
{
#ifdef REGAMEDLL_FIXES
SpawnDefuser(pPlayer->pev->origin, nullptr);
#else
pPlayer->DropPlayerItem("item_thighpack"); // DropPlayerItem didn't handle item_thighpack
#endif
}
if (pPlayer->m_bIsVIP)
{
m_pVIP = nullptr;
}
pPlayer->m_iCurrentKickVote = 0;
if (pPlayer->m_iMapVote)
{
m_iMapVotes[pPlayer->m_iMapVote]--;
if (m_iMapVotes[pPlayer->m_iMapVote] < 0)
{
m_iMapVotes[pPlayer->m_iMapVote] = 0;
}
}
MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
WRITE_BYTE(ENTINDEX(pClient));
WRITE_SHORT(0);
WRITE_SHORT(0);
WRITE_SHORT(0);
WRITE_SHORT(0);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
WRITE_BYTE(ENTINDEX(pClient));
WRITE_STRING("UNASSIGNED");
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgLocation);
WRITE_BYTE(ENTINDEX(pClient));
WRITE_STRING("");
MESSAGE_END();
char *team = GetTeam(pPlayer->m_iTeam);
FireTargets("game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0);
UTIL_LogPrintf("\"%s<%i><%s><%s>\" disconnected\n", STRING(pPlayer->pev->netname), GETPLAYERUSERID(pPlayer->edict()), GETPLAYERAUTHID(pPlayer->edict()), team);
// destroy all of the players weapons and items
pPlayer->RemoveAllItems(TRUE);
if (pPlayer->m_pObserver)
{
pPlayer->m_pObserver->SUB_Remove();
}
CBasePlayer *pObserver = nullptr;
while ((pObserver = UTIL_FindEntityByClassname(pObserver, "player")))
{
if (FNullEnt(pObserver->edict()))
break;
if (!pObserver->pev || pObserver == pPlayer)
continue;
if (pObserver->IsDormant())
continue;
// If a spectator was chasing this player, move him/her onto the next player
if (pObserver->m_hObserverTarget == pPlayer)
{
int iMode = pObserver->pev->iuser1;
pObserver->pev->iuser1 = OBS_NONE;
#ifdef REGAMEDLL_FIXES
pObserver->m_flNextFollowTime = 0.0;
#endif
pObserver->Observer_SetMode(iMode);
}
}
#ifdef REGAMEDLL_FIXES
// Client is gone, make sure that his body disappeared and became not solid
pPlayer->MakeDormant();
#endif
}
}
CheckWinConditions();
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(float, CHalfLifeMultiplay, CSGameRules, FlPlayerFallDamage, (CBasePlayer *pPlayer), pPlayer)
float EXT_FUNC CHalfLifeMultiplay::__API_HOOK(FlPlayerFallDamage)(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (!falldamage.value)
{
return 0.0f;
}
#endif
pPlayer->m_flFallVelocity -= MAX_PLAYER_SAFE_FALL_SPEED;
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED * 1.25;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, FPlayerCanTakeDamage, (CBasePlayer *pPlayer, CBaseEntity *pAttacker), pPlayer, pAttacker)
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(FPlayerCanTakeDamage)(CBasePlayer *pPlayer, CBaseEntity *pAttacker)
{
if (!pAttacker || PlayerRelationship(pPlayer, pAttacker) != GR_TEAMMATE)
{
return TRUE;
}
if (friendlyfire.value != 0.0f || pAttacker == pPlayer)
{
return TRUE;
}
return FALSE;
}
void CHalfLifeMultiplay::PlayerThink(CBasePlayer *pPlayer)
{
if (m_bGameOver)
{
// check for button presses
if (!IsCareer() && (pPlayer->m_afButtonPressed & (IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP)))
{
m_iEndIntermissionButtonHit = TRUE;
}
// clear attack/use commands from player
pPlayer->m_afButtonPressed = 0;
pPlayer->pev->button = 0;
pPlayer->m_afButtonReleased = 0;
}
if (!pPlayer->m_bCanShoot && !IsFreezePeriod())
{
pPlayer->m_bCanShoot = true;
}
if (pPlayer->m_pActiveItem && pPlayer->m_pActiveItem->IsWeapon())
{
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pPlayer->m_pActiveItem->GetWeaponPtr());
if (pWeapon->m_iWeaponState & WPNSTATE_SHIELD_DRAWN
#ifdef REGAMEDLL_ADD
|| ((pWeapon->iFlags() & ITEM_FLAG_NOFIREUNDERWATER) && pPlayer->pev->waterlevel == 3)
#endif
)
{
pPlayer->m_bCanShoot = false;
}
}
if (pPlayer->m_iMenu != Menu_ChooseTeam && pPlayer->m_iJoiningState == SHOWTEAMSELECT)
{
int slot = MENU_SLOT_TEAM_UNDEFINED;
if (!Q_stricmp(humans_join_team.string, "T"))
{
slot = MENU_SLOT_TEAM_TERRORIST;
}
else if (!Q_stricmp(humans_join_team.string, "CT"))
{
slot = MENU_SLOT_TEAM_CT;
}
#ifdef REGAMEDLL_ADD
else if (!Q_stricmp(humans_join_team.string, "any") && auto_join_team.value != 0.0f)
{
slot = MENU_SLOT_TEAM_RANDOM;
}
else if (!Q_stricmp(humans_join_team.string, "SPEC") && auto_join_team.value != 0.0f)
{
slot = MENU_SLOT_TEAM_SPECT;
}
#endif
else
{
if (allow_spectators.value == 0.0f)
ShowVGUIMenu(pPlayer, VGUI_Menu_Team, (MENU_KEY_1 | MENU_KEY_2 | MENU_KEY_5), "#Team_Select");
else
ShowVGUIMenu(pPlayer, VGUI_Menu_Team, (MENU_KEY_1 | MENU_KEY_2 | MENU_KEY_5 | MENU_KEY_6), "#Team_Select_Spect");
}
pPlayer->m_iMenu = Menu_ChooseTeam;
pPlayer->m_iJoiningState = PICKINGTEAM;
if (slot != MENU_SLOT_TEAM_UNDEFINED && !pPlayer->IsBot()
#ifdef REGAMEDLL_ADD
&& !(pPlayer->pev->flags & FL_FAKECLIENT)
#endif
)
{
#ifdef REGAMEDLL_ADD
m_bSkipShowMenu = (auto_join_team.value != 0.0f) && !(pPlayer->pev->flags & FL_FAKECLIENT);
if (HandleMenu_ChooseTeam(pPlayer, slot))
{
if (slot != MENU_SLOT_TEAM_SPECT && (IsCareer() || m_bSkipShowMenu))
{
// slot 6 - chooses randomize the appearance to model player
HandleMenu_ChooseAppearance(pPlayer, 6);
}
}
else
{
m_bSkipShowMenu = false;
if (allow_spectators.value == 0.0f)
ShowVGUIMenu(pPlayer, VGUI_Menu_Team, (MENU_KEY_1 | MENU_KEY_2 | MENU_KEY_5), "#Team_Select");
else
ShowVGUIMenu(pPlayer, VGUI_Menu_Team, (MENU_KEY_1 | MENU_KEY_2 | MENU_KEY_5 | MENU_KEY_6), "#Team_Select_Spect");
}
m_bSkipShowMenu = false;
#else
HandleMenu_ChooseTeam(pPlayer, slot);
if (slot != MENU_SLOT_TEAM_SPECT && IsCareer())
{
// slot 6 - chooses randomize the appearance to model player
HandleMenu_ChooseAppearance(pPlayer, 6);
}
#endif
}
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, PlayerSpawn, (CBasePlayer *pPlayer), pPlayer)
// Purpose: Player has just spawned. Equip them.
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerSpawn)(CBasePlayer *pPlayer)
{
// This is tied to the joining state (m_iJoiningState).. add it when the joining state is there.
if (pPlayer->m_bJustConnected)
return;
#ifdef REGAMEDLL_ADD
int iAutoWepSwitch = pPlayer->m_iAutoWepSwitch;
pPlayer->m_iAutoWepSwitch = 1;
#endif
pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
pPlayer->OnSpawnEquip();
pPlayer->SetPlayerModel(false);
#ifdef REGAMEDLL_ADD
pPlayer->m_iAutoWepSwitch = iAutoWepSwitch;
#endif
#ifdef REGAMEDLL_ADD
if (respawn_immunitytime.value > 0)
pPlayer->SetSpawnProtection(respawn_immunitytime.value);
// remove any defusers left over from previous random if there is just one random one
if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
pPlayer->RemoveDefuser();
#endif
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, FPlayerCanRespawn, (CBasePlayer *pPlayer), pPlayer)
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(FPlayerCanRespawn)(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (forcerespawn.value <= 0)
#endif
{
// Player cannot respawn twice in a round
if (pPlayer->m_iNumSpawns > 0)
{
return FALSE;
}
// Player cannot respawn until next round if more than 20 seconds in
// Tabulate the number of players on each team.
m_iNumCT = CountTeamPlayers(CT);
m_iNumTerrorist = CountTeamPlayers(TERRORIST);
if (m_iNumTerrorist > 0 && m_iNumCT > 0)
{
#ifdef REGAMEDLL_ADD
// means no time limit
if (GetRoundRespawnTime() != -1)
#endif
{
// TODO: to be correct, need use time the real one starts of round, m_fRoundStartTimeReal instead of it.
// m_fRoundStartTime able to extend the time to 60 seconds when there is a remaining time of round.
#ifdef REGAMEDLL_FIXES
if (gpGlobals->time > m_fRoundStartTimeReal + GetRoundRespawnTime())
#else
if (gpGlobals->time > m_fRoundStartTime + GetRoundRespawnTime())
#endif
{
// If this player just connected and fadetoblack is on, then maybe
// the server admin doesn't want him peeking around.
if (fadetoblack.value == FADETOBLACK_STAY)
{
UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 3, 3, 255, (FFADE_OUT | FFADE_STAYOUT));
}
return FALSE;
}
}
}
}
// Player cannot respawn while in the Choose Appearance menu
if (pPlayer->m_iMenu == Menu_ChooseAppearance)
{
return FALSE;
}
return TRUE;
}
float CHalfLifeMultiplay::FlPlayerSpawnTime(CBasePlayer *pPlayer)
{
return gpGlobals->time;
}
BOOL CHalfLifeMultiplay::AllowAutoTargetCrosshair()
{
return FALSE;
}
// How many points awarded to anyone that kills this player?
int CHalfLifeMultiplay::IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled)
{
return 1;
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, PlayerKilled, (CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor), pVictim, pKiller, pInflictor)
// Someone/something killed this player
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerKilled)(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
DeathNotice(pVictim, pKiller, pInflictor);
#ifdef REGAMEDLL_FIXES
pVictim->pev->flags &= ~FL_FROZEN;
#endif
pVictim->m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
pVictim->m_iDeaths++;
pVictim->m_bNotKilled = false;
pVictim->m_bEscaped = false;
pVictim->m_iTrain = (TRAIN_NEW | TRAIN_OFF);
SET_VIEW(ENT(pVictim->pev), ENT(pVictim->pev));
CBasePlayer *peKiller = nullptr;
CBaseEntity *ktmp = CBaseEntity::Instance(pKiller);
if (ktmp && ktmp->Classify() == CLASS_PLAYER)
{
peKiller = static_cast<CBasePlayer *>(ktmp);
}
else if (ktmp && ktmp->Classify() == CLASS_VEHICLE)
{
CBasePlayer *pDriver = static_cast<CBasePlayer *>(((CFuncVehicle *)ktmp)->m_pDriver);
#ifdef REGAMEDLL_FIXES
if (pDriver && !pDriver->has_disconnected)
#else
if (pDriver)
#endif
{
pKiller = pDriver->pev;
peKiller = static_cast<CBasePlayer *>(pDriver);
}
}
FireTargets("game_playerdie", pVictim, pVictim, USE_TOGGLE, 0);
#ifdef REGAMEDLL_FIXES
// Did the player die from a fall?
if (pVictim->m_bitsDamageType & DMG_FALL)
{
// do nothing
}
else
#endif
// Did the player kill himself?
if (pVictim->pev == pKiller)
{
// Players lose a frag for killing themselves
pVictim->pev->frags -= 1;
}
else if (peKiller && peKiller->IsPlayer())
{
// if a player dies in a deathmatch game and the killer is a client, award the killer some points
CBasePlayer *killer = GetClassPtr<CCSPlayer>((CBasePlayer *)pKiller);
if (g_pGameRules->PlayerRelationship(pVictim, killer) == GR_TEAMMATE)
{
// if a player dies by from teammate
pKiller->frags -= IPointsForKill(peKiller, pVictim);
killer->AddAccount(PAYBACK_FOR_KILLED_TEAMMATES, RT_TEAMMATES_KILLED);
killer->m_iTeamKills++;
killer->m_bJustKilledTeammate = true;
ClientPrint(killer->pev, HUD_PRINTCENTER, "#Killed_Teammate");
ClientPrint(killer->pev, HUD_PRINTCONSOLE, "#Game_teammate_kills", UTIL_dtos1(killer->m_iTeamKills));
#ifdef REGAMEDLL_ADD
if (autokick.value && max_teamkills.value && killer->m_iTeamKills >= (int)max_teamkills.value)
#else
if (autokick.value && killer->m_iTeamKills == 3)
#endif
{
#ifdef REGAMEDLL_FIXES
ClientPrint(killer->pev, HUD_PRINTCONSOLE, "#Banned_For_Killing_Teammates");
#else
ClientPrint(killer->pev, HUD_PRINTCONSOLE, "#Banned_For_Killing_Teamates");
#endif
int iUserID = GETPLAYERUSERID(killer->edict());
if (iUserID != -1)
{
#ifdef REGAMEDLL_FIXES
SERVER_COMMAND(UTIL_VarArgs("kick #%d \"For killing too many teammates\"\n", iUserID));
#else
SERVER_COMMAND(UTIL_VarArgs("kick # %d\n", iUserID));
#endif
}
}
if (!(killer->m_flDisplayHistory & DHF_FRIEND_KILLED))
{
killer->m_flDisplayHistory |= DHF_FRIEND_KILLED;
killer->HintMessage("#Hint_careful_around_teammates");
}
}
else
{
// if a player dies in a deathmatch game and the killer is a client, award the killer some points
pKiller->frags += IPointsForKill(peKiller, pVictim);
if (pVictim->m_bIsVIP)
{
killer->HintMessage("#Hint_reward_for_killing_vip", TRUE);
killer->AddAccount(REWARD_KILLED_VIP, RT_VIP_KILLED);
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(ENTINDEX(pVictim->edict()));
WRITE_SHORT(ENTINDEX(ENT(pInflictor)));
WRITE_LONG(DRC_FLAG_PRIO_MASK | DRC_FLAG_DRAMATIC | DRC_FLAG_FINAL);
MESSAGE_END();
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Assassinated_The_VIP\"\n", STRING(killer->pev->netname), GETPLAYERUSERID(killer->edict()), GETPLAYERAUTHID(killer->edict()));
}
else
killer->AddAccount(REWARD_KILLED_ENEMY, RT_ENEMY_KILLED);
if (!(killer->m_flDisplayHistory & DHF_ENEMY_KILLED))
{
killer->m_flDisplayHistory |= DHF_ENEMY_KILLED;
killer->HintMessage("#Hint_win_round_by_killing_enemy");
}
}
FireTargets("game_playerkill", peKiller, peKiller, USE_TOGGLE, 0);
}
else
{
// killed by the world
pKiller->frags -= 1;
}
// update the scores
// killed scores
#ifndef REGAMEDLL_FIXES
MESSAGE_BEGIN(MSG_BROADCAST, gmsgScoreInfo);
#else
MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
#endif
WRITE_BYTE(ENTINDEX(pVictim->edict()));
WRITE_SHORT(int(pVictim->pev->frags));
WRITE_SHORT(pVictim->m_iDeaths);
WRITE_SHORT(0);
WRITE_SHORT(pVictim->m_iTeam);
MESSAGE_END();
// killers score, if it's a player
CBaseEntity *ep = CBaseEntity::Instance(pKiller);
if (ep && ep->Classify() == CLASS_PLAYER)
{
CBasePlayer *PK = static_cast<CBasePlayer *>(ep);
MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
WRITE_BYTE(ENTINDEX(PK->edict()));
WRITE_SHORT(int(PK->pev->frags));
WRITE_SHORT(PK->m_iDeaths);
WRITE_SHORT(0);
WRITE_SHORT(PK->m_iTeam);
MESSAGE_END();
// let the killer paint another decal as soon as he'd like.
PK->m_flNextDecalTime = gpGlobals->time;
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, DeathNotice, (CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor), pVictim, pKiller, pevInflictor)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(DeathNotice)(CBasePlayer *pVictim, entvars_t *pevKiller, entvars_t *pevInflictor)
{
// by default, the player is killed by the world
CBasePlayer *pKiller = (pevKiller->flags & FL_CLIENT) ? CBasePlayer::Instance(pevKiller) : nullptr;
const char *killer_weapon_name = pVictim->GetKillerWeaponName(pevInflictor, pevKiller);
if (!TheTutor)
{
int iRarityOfKill = 0;
int iDeathMessageFlags = PLAYERDEATH_POSITION; // set default bit
CBasePlayer *pAssister = nullptr;
bool bFlashAssist = false;
if ((pAssister = CheckAssistsToKill(pKiller, pVictim, bFlashAssist)))
{
// Add a flag indicating the presence of an assistant who assisted in the kill
iDeathMessageFlags |= PLAYERDEATH_ASSISTANT;
}
iRarityOfKill = GetRarityOfKill(pKiller, pVictim, pAssister, killer_weapon_name, bFlashAssist);
if (iRarityOfKill != 0)
{
// Add a flag indicating that the attacker killed the victim in a rare way
iDeathMessageFlags |= PLAYERDEATH_KILLRARITY;
}
#ifdef REGAMEDLL_ADD
iDeathMessageFlags &= UTIL_ReadFlags(deathmsg_flags.string); // leave only allowed bitsums for extra info
// Send the victim's death position only
// 1. if it is not a free for all mode
// 2. if the attacker is a player and they are not teammates
if (IsFreeForAll() || !pKiller || PlayerRelationship(pKiller, pVictim) == GR_TEAMMATE)
iDeathMessageFlags &= ~PLAYERDEATH_POSITION; // do not send a position
#endif
SendDeathMessage(pKiller, pVictim, pAssister, pevInflictor, killer_weapon_name, iDeathMessageFlags, iRarityOfKill);
// Updates the stats of who has killed whom
if (pKiller && pKiller->IsPlayer() && PlayerRelationship(pVictim, pKiller) != GR_TEAMMATE)
{
int iPlayerIndexKiller = pKiller->entindex();
int iPlayerIndexVictim = pVictim->entindex();
pKiller->CSPlayer()->m_iNumKilledByUnanswered[iPlayerIndexVictim - 1] = 0;
pVictim->CSPlayer()->m_iNumKilledByUnanswered[iPlayerIndexKiller - 1]++;
}
}
// Did he kill himself?
if (pVictim->pev == pevKiller)
{
// killed self
char *team = GetTeam(pVictim->m_iTeam);
UTIL_LogPrintf("\"%s<%i><%s><%s>\" committed suicide with \"%s\"\n", STRING(pVictim->pev->netname), GETPLAYERUSERID(pVictim->edict()),
GETPLAYERAUTHID(pVictim->edict()), team, killer_weapon_name);
}
else if (pevKiller->flags & FL_CLIENT)
{
const char *VictimTeam = GetTeam(pVictim->m_iTeam);
const char *KillerTeam = (pKiller && pKiller->IsPlayer()) ? GetTeam(pKiller->m_iTeam) : "";
UTIL_LogPrintf("\"%s<%i><%s><%s>\" killed \"%s<%i><%s><%s>\" with \"%s\"\n", STRING(pevKiller->netname), GETPLAYERUSERID(ENT(pevKiller)), GETPLAYERAUTHID(ENT(pevKiller)),
KillerTeam, STRING(pVictim->pev->netname), GETPLAYERUSERID(pVictim->edict()), GETPLAYERAUTHID(pVictim->edict()), VictimTeam, killer_weapon_name);
}
else
{
// killed by the world
char *team = GetTeam(pVictim->m_iTeam);
UTIL_LogPrintf("\"%s<%i><%s><%s>\" committed suicide with \"%s\" (world)\n", STRING(pVictim->pev->netname), GETPLAYERUSERID(pVictim->edict()),
GETPLAYERAUTHID(pVictim->edict()), team, killer_weapon_name);
}
// TODO: It is called in CBasePlayer::Killed too, most likely,
// an unnecessary call. (Need investigate)
CheckWinConditions();
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9); // command length in bytes
WRITE_BYTE(DRC_CMD_EVENT); // player killed
WRITE_SHORT(ENTINDEX(pVictim->edict())); // index number of primary entity
if (pevInflictor)
WRITE_SHORT(ENTINDEX(ENT(pevInflictor))); // index number of secondary entity
else
WRITE_SHORT(ENTINDEX(ENT(pevKiller))); // index number of secondary entity
if (pVictim->m_bHeadshotKilled)
WRITE_LONG(9 | DRC_FLAG_DRAMATIC | DRC_FLAG_SLOWMOTION);
else
WRITE_LONG(7 | DRC_FLAG_DRAMATIC); // eventflags (priority and flags)
MESSAGE_END();
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, PlayerGotWeapon, (CBasePlayer *pPlayer, CBasePlayerItem *pWeapon), pPlayer, pWeapon)
// Player has grabbed a weapon that was sitting in the world
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerGotWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
;
}
// What is the time in the future at which this weapon may spawn?
float CHalfLifeMultiplay::FlWeaponRespawnTime(CBasePlayerItem *pWeapon)
{
return gpGlobals->time + WEAPON_RESPAWN_TIME;
}
// Returns 0 if the weapon can respawn now,
// otherwise it returns the time at which it can try to spawn again.
float CHalfLifeMultiplay::FlWeaponTryRespawn(CBasePlayerItem *pWeapon)
{
if (pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD))
{
if (NUMBER_OF_ENTITIES() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE))
return 0;
// we're past the entity tolerance level, so delay the respawn
return FlWeaponRespawnTime(pWeapon);
}
return 0;
}
// Where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
Vector CHalfLifeMultiplay::VecWeaponRespawnSpot(CBasePlayerItem *pWeapon)
{
return pWeapon->pev->origin;
}
// Any conditions inhibiting the respawning of this weapon?
int CHalfLifeMultiplay::WeaponShouldRespawn(CBasePlayerItem *pWeapon)
{
if (pWeapon->pev->spawnflags & SF_NORESPAWN)
{
return GR_WEAPON_RESPAWN_NO;
}
return GR_WEAPON_RESPAWN_YES;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(BOOL, CHalfLifeMultiplay, CSGameRules, CanHavePlayerItem, (CBasePlayer *pPlayer, CBasePlayerItem *pItem), pPlayer, pItem)
// Returns FALSE if the player is not allowed to pick up this weapon
BOOL EXT_FUNC CHalfLifeMultiplay::__API_HOOK(CanHavePlayerItem)(CBasePlayer *pPlayer, CBasePlayerItem *pItem)
{
return CGameRules::CanHavePlayerItem(pPlayer, pItem);
}
BOOL CHalfLifeMultiplay::CanHaveItem(CBasePlayer *pPlayer, CItem *pItem)
{
return TRUE;
}
void CHalfLifeMultiplay::PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem)
{
;
}
int CHalfLifeMultiplay::ItemShouldRespawn(CItem *pItem)
{
if (pItem->pev->spawnflags & SF_NORESPAWN)
{
return GR_ITEM_RESPAWN_NO;
}
return GR_ITEM_RESPAWN_YES;
}
// At what time in the future may this Item respawn?
float CHalfLifeMultiplay::FlItemRespawnTime(CItem *pItem)
{
return gpGlobals->time + ITEM_RESPAWN_TIME;
}
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
Vector CHalfLifeMultiplay::VecItemRespawnSpot(CItem *pItem)
{
return pItem->pev->origin;
}
void CHalfLifeMultiplay::PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount)
{
;
}
BOOL CHalfLifeMultiplay::IsAllowedToSpawn(CBaseEntity *pEntity)
{
return TRUE;
}
int CHalfLifeMultiplay::AmmoShouldRespawn(CBasePlayerAmmo *pAmmo)
{
if (pAmmo->pev->spawnflags & SF_NORESPAWN)
{
return GR_AMMO_RESPAWN_NO;
}
return GR_AMMO_RESPAWN_YES;
}
float CHalfLifeMultiplay::FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo)
{
return gpGlobals->time + 20.0f;
}
Vector CHalfLifeMultiplay::VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo)
{
return pAmmo->pev->origin;
}
float CHalfLifeMultiplay::FlHealthChargerRechargeTime()
{
return 60;
}
float CHalfLifeMultiplay::FlHEVChargerRechargeTime()
{
return 30;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(int, CHalfLifeMultiplay, CSGameRules, DeadPlayerWeapons, (CBasePlayer *pPlayer), pPlayer)
int EXT_FUNC CHalfLifeMultiplay::__API_HOOK(DeadPlayerWeapons)(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
switch ((int)weapondrop.value)
{
case 3:
return GR_PLR_DROP_GUN_ALL;
case 2:
break;
case 1:
return GR_PLR_DROP_GUN_BEST;
default:
return GR_PLR_DROP_GUN_NO;
}
#endif
return GR_PLR_DROP_GUN_ACTIVE; // keep original value in return
}
int CHalfLifeMultiplay::DeadPlayerAmmo(CBasePlayer *pPlayer)
{
#ifdef REGAMEDLL_ADD
if (ammodrop.value == 0.0f)
return GR_PLR_DROP_AMMO_NO;
#endif
return GR_PLR_DROP_AMMO_ACTIVE;
}
LINK_HOOK_CLASS_CUSTOM_CHAIN(edict_t *, CHalfLifeMultiplay, CSGameRules, GetPlayerSpawnSpot, (CBasePlayer *pPlayer), pPlayer)
edict_t *EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
// gat valid spawn point
edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot(pPlayer);
if (IsMultiplayer())
{
if (pentSpawnSpot->v.target)
{
FireTargets(STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0);
}
}
return pentSpawnSpot;
}
int CHalfLifeMultiplay::PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget)
{
if (pPlayer == pTarget)
return GR_TEAMMATE;
#ifdef REGAMEDLL_ADD
if (IsFreeForAll())
{
return GR_NOTTEAMMATE;
}
#endif
if (!pPlayer || !pTarget)
{
return GR_NOTTEAMMATE;
}
if (!pTarget->IsPlayer())
{
return GR_NOTTEAMMATE;
}
if (pPlayer->m_iTeam != static_cast<CBasePlayer *>(pTarget)->m_iTeam)
{
return GR_NOTTEAMMATE;
}
return GR_TEAMMATE;
}
BOOL CHalfLifeMultiplay::FAllowFlashlight()
{
return flashlight.value ? TRUE : FALSE;
}
BOOL CHalfLifeMultiplay::FAllowMonsters()
{
#ifdef REGAMEDLL_FIXES
return FALSE;
#else
return allowmonsters.value != 0.0f;
#endif
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, GoToIntermission)
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GoToIntermission)()
{
if (m_bGameOver)
{
// intermission has already been triggered, so ignore.
return;
}
UTIL_LogPrintf("Team \"CT\" scored \"%i\" with \"%i\" players\n", m_iNumCTWins, m_iNumCT);
UTIL_LogPrintf("Team \"TERRORIST\" scored \"%i\" with \"%i\" players\n", m_iNumTerroristWins, m_iNumTerrorist);
if (IsCareer())
{
MESSAGE_BEGIN(MSG_ALL, gmsgCZCareer);
WRITE_STRING("MATCH");
WRITE_LONG(m_iNumCTWins);
WRITE_LONG(m_iNumTerroristWins);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgCZCareerHUD);
WRITE_STRING("MATCH");
WRITE_LONG(m_iNumCTWins);
WRITE_LONG(m_iNumTerroristWins);
WRITE_BYTE(m_iCareerMatchWins);
WRITE_BYTE(m_iRoundWinDifference);
WRITE_BYTE(m_iRoundWinStatus);
MESSAGE_END();
if (TheCareerTasks)
{
UTIL_LogPrintf("Career Match %d %d %d %d\n", m_iRoundWinStatus, m_iNumCTWins, m_iNumTerroristWins, TheCareerTasks->AreAllTasksComplete());
}
}
MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION);
MESSAGE_END();
if (IsCareer())
{
SERVER_COMMAND("setpause\n");
}
// bounds check
int time = int(CVAR_GET_FLOAT("mp_chattime"));
if (time < 1)
CVAR_SET_STRING("mp_chattime", "1");
else if (time > MAX_INTERMISSION_TIME)
CVAR_SET_STRING("mp_chattime", UTIL_dtos1(MAX_INTERMISSION_TIME));
m_flIntermissionEndTime = gpGlobals->time + int(mp_chattime.value);
m_flIntermissionStartTime = gpGlobals->time;
m_bGameOver = true;
m_iEndIntermissionButtonHit = FALSE;
m_iSpawnPointCount_Terrorist = 0;
m_iSpawnPointCount_CT = 0;
m_bLevelInitialized = false;
}
// Clean up memory used by mapcycle when switching it
void DestroyMapCycle(mapcycle_t *cycle)
{
mapcycle_item_t *p, *n, *start;
p = cycle->items;
if (p)
{
start = p;
p = p->next;
while (p != start)
{
n = p->next;
delete p;
p = n;
}
delete cycle->items;
}
cycle->items = nullptr;
cycle->next_item = nullptr;
}
// Parses mapcycle.txt file into mapcycle_t structure
int ReloadMapCycleFile(char *filename, mapcycle_t *cycle)
{
char szBuffer[MAX_RULE_BUFFER];
char szMap[MAX_MAPNAME_LENGHT];
int length;
char *pToken;
char *pFileList;
char *aFileList = pFileList = (char *)LOAD_FILE_FOR_ME(filename, &length);
bool hasBuffer;
mapcycle_item_s *item, *newlist = nullptr, *next;
if (pFileList && length)
{
// the first map name in the file becomes the default
while (true)
{
hasBuffer = false;
Q_memset(szBuffer, 0, sizeof(szBuffer));
pFileList = SharedParse(pFileList);
pToken = SharedGetToken();
if (Q_strlen(pToken) <= 0)
break;
#ifdef REGAMEDLL_FIXES
Q_strncpy(szMap, pToken, sizeof(szMap) - 1);
szMap[sizeof(szMap) - 1] = '\0';
#else
Q_strcpy(szMap, pToken);
#endif
// Any more tokens on this line?
if (SharedTokenWaiting(pFileList))
{
pFileList = SharedParse(pFileList);
if (Q_strlen(pToken) > 0)
{
hasBuffer = true;
Q_strcpy(szBuffer, pToken);
}
}
// Check map
if (IS_MAP_VALID(szMap))
{
// Create entry
char *s;
item = new mapcycle_item_s;
Q_strcpy(item->mapname, szMap);
item->minplayers = 0;
item->maxplayers = 0;
Q_memset(item->rulebuffer, 0, sizeof(item->rulebuffer));
if (hasBuffer)
{
s = GET_KEY_VALUE(szBuffer, "minplayers");
if (s && s[0] != '\0')
{
item->minplayers = Q_atoi(s);
item->minplayers = Q_max(item->minplayers, 0);
item->minplayers = Q_min(item->minplayers, gpGlobals->maxClients);
}
s = GET_KEY_VALUE(szBuffer, "maxplayers");
if (s && s[0] != '\0')
{
item->maxplayers = Q_atoi(s);
item->maxplayers = Q_max(item->maxplayers, 0);
item->maxplayers = Q_min(item->maxplayers, gpGlobals->maxClients);
}
// Remove keys
REMOVE_KEY_VALUE(szBuffer, "minplayers");
REMOVE_KEY_VALUE(szBuffer, "maxplayers");
Q_strcpy(item->rulebuffer, szBuffer);
}
item->next = cycle->items;
cycle->items = item;
}
else
{
ALERT(at_console, "Skipping %s from mapcycle, not a valid map\n", szMap);
}
}
FREE_FILE(aFileList);
}
// Fixup circular list pointer
item = cycle->items;
// Reverse it to get original order
while (item)
{
next = item->next;
item->next = newlist;
newlist = item;
item = next;
}
cycle->items = newlist;
item = cycle->items;
// Didn't parse anything
if (!item)
{
return 0;
}
while (item->next)
{
item = item->next;
}
item->next = cycle->items;
cycle->next_item = item->next;
return 1;
}
// Determine the current # of active players on the server for map cycling logic
int CountPlayers()
{
int nCount = 0;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer) || pPlayer->IsBot())
continue;
nCount++;
}
return nCount;
}
// Parse commands/key value pairs to issue right after map xxx command is issued on server level transition
void ExtractCommandString(char *s, char *szCommand)
{
// Now make rules happen
char pkey[512];
char value[512]; // use two buffers so compares
// work without stomping on each other
char *c;
int nCount;
while (*s)
{
if (*s == '\\')
{
// skip the slash
s++;
}
// Copy a key
c = pkey;
nCount = 0;
while (*s != '\\')
{
if (!*s)
{
// allow value to be ended with NULL
break;
}
if (nCount >= sizeof(pkey))
{
s++;
// skip oversized key chars till the slash or EOL
continue;
}
*c++ = *s++;
nCount++;
}
*c = '\0';
s++; // skip the slash
// Copy a value
c = value;
nCount = 0;
while (*s != '\\')
{
if (!*s)
{
// allow value to be ended with NULL
break;
}
if (nCount >= sizeof(value))
{
s++;
// skip oversized value chars till the slash or EOL
continue;
}
*c++ = *s++;
nCount++;
}
*c = '\0';
Q_strcat(szCommand, pkey);
if (Q_strlen(value) > 0)
{
Q_strcat(szCommand, " ");
Q_strcat(szCommand, value);
}
Q_strcat(szCommand, "\n");
/*if (!*s)
{
return;
}
s++;*/
}
}
void CHalfLifeMultiplay::ResetAllMapVotes()
{
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->m_iTeam != UNASSIGNED)
{
pPlayer->m_iMapVote = 0;
}
}
for (int j = 0; j < MAX_VOTE_MAPS; j++)
m_iMapVotes[j] = 0;
}
int GetMapCount()
{
static mapcycle_t mapcycle;
char *mapcfile = (char *)CVAR_GET_STRING("mapcyclefile");
DestroyMapCycle(&mapcycle);
ReloadMapCycleFile(mapcfile, &mapcycle);
int nCount = 0;
auto item = mapcycle.next_item;
do
{
if (!item)
break;
nCount++;
item = item->next;
} while (item != mapcycle.next_item);
return nCount;
}
void CHalfLifeMultiplay::DisplayMaps(CBasePlayer *pPlayer, int iVote)
{
static mapcycle_t mapcycle2;
char *mapcfile = (char *)CVAR_GET_STRING("mapcyclefile");
char *pszNewMap = nullptr;
int iCount = 0, done = 0;
DestroyMapCycle(&mapcycle2);
ReloadMapCycleFile(mapcfile, &mapcycle2);
mapcycle_item_s *item = mapcycle2.next_item;
while (!done && item)
{
if (item->next == mapcycle2.next_item)
done = 1;
iCount++;
if (pPlayer)
{
if (m_iMapVotes[iCount] == 1)
{
ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Vote", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(1));
}
else
{
ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Votes", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(m_iMapVotes[iCount]));
}
}
if (iCount == iVote)
{
pszNewMap = item->mapname;
}
item = item->next;
}
if (!pszNewMap || !iVote)
{
return;
}
if (Q_strcmp(pszNewMap, STRING(gpGlobals->mapname)) != 0)
{
CHANGE_LEVEL(pszNewMap, nullptr);
return;
}
if (timelimit.value)
{
timelimit.value += 30;
UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Map_Vote_Extend");
}
ResetAllMapVotes();
}
void CHalfLifeMultiplay::ProcessMapVote(CBasePlayer *pPlayer, int iVote)
{
CBaseEntity *pEntity = nullptr;
int iValidVotes = 0, iNumPlayers = 0;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (pEntity->IsDormant())
continue;
CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pPlayer->m_iTeam != UNASSIGNED)
{
iNumPlayers++;
if (pPlayer->m_iMapVote == iVote)
iValidVotes++;
}
}
m_iMapVotes[iVote] = iValidVotes;
float ratio = mapvoteratio.value;
if (mapvoteratio.value > 1)
{
ratio = 1;
CVAR_SET_STRING("mp_mapvoteratio", "1.0");
}
else if (mapvoteratio.value < 0.35f)
{
ratio = 0.35f;
CVAR_SET_STRING("mp_mapvoteratio", "0.35");
}
int iRequiredVotes = 2;
if (iNumPlayers > 2)
{
iRequiredVotes = int(iNumPlayers * ratio + 0.5f);
}
if (iValidVotes < iRequiredVotes)
{
DisplayMaps(pPlayer, 0);
ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Game_required_votes", UTIL_dtos1(iRequiredVotes));
}
else
{
DisplayMaps(nullptr, iVote);
}
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, ChangeLevel)
// Server is changing to a new level, check mapcycle.txt for map name and setup info
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(ChangeLevel)()
{
static char szPreviousMapCycleFile[256];
static mapcycle_t mapcycle;
char szNextMap[MAX_MAPNAME_LENGHT];
char szFirstMapInList[MAX_MAPNAME_LENGHT];
char szCommands[1500];
char szRules[1500];
int minplayers = 0, maxplayers = 0;
#ifdef REGAMEDLL_FIXES
// the absolute default level is de_dust
Q_strcpy(szFirstMapInList, "de_dust");
#else
// the absolute default level is hldm1
Q_strcpy(szFirstMapInList, "hldm1");
#endif
int curplayers;
bool do_cycle = true;
// find the map to change to
char *mapcfile = (char *)CVAR_GET_STRING("mapcyclefile");
Assert(mapcfile != nullptr);
szCommands[0] = '\0';
szRules[0] = '\0';
curplayers = CountPlayers();
// Has the map cycle filename changed?
if (Q_stricmp(mapcfile, szPreviousMapCycleFile) != 0)
{
Q_strcpy(szPreviousMapCycleFile, mapcfile);
DestroyMapCycle(&mapcycle);
if (!ReloadMapCycleFile(mapcfile, &mapcycle) || !mapcycle.items)
{
ALERT(at_console, "Unable to load map cycle file %s\n", mapcfile);
do_cycle = false;
}
}
if (do_cycle && mapcycle.items)
{
bool keeplooking = false;
bool found = false;
mapcycle_item_s *item;
// Assume current map
Q_strcpy(szNextMap, STRING(gpGlobals->mapname));
Q_strcpy(szFirstMapInList, STRING(gpGlobals->mapname));
// Traverse list
for (item = mapcycle.next_item; item->next != mapcycle.next_item; item = item->next)
{
keeplooking = false;
Assert(item != nullptr);
if (item->minplayers != 0)
{
if (curplayers >= item->minplayers)
{
found = true;
minplayers = item->minplayers;
}
else
{
keeplooking = true;
}
}
if (item->maxplayers != 0)
{
if (curplayers <= item->maxplayers)
{
found = true;
maxplayers = item->maxplayers;
}
else
{
keeplooking = true;
}
}
if (keeplooking)
{
continue;
}
found = true;
break;
}
if (!found)
{
item = mapcycle.next_item;
}
// Increment next item pointer
mapcycle.next_item = item->next;
// Perform logic on current item
Q_strcpy(szNextMap, item->mapname);
ExtractCommandString(item->rulebuffer, szCommands);
Q_strcpy(szRules, item->rulebuffer);
}
if (!IS_MAP_VALID(szNextMap))
{
Q_strcpy(szNextMap, szFirstMapInList);
}
m_bGameOver = true;
ALERT(at_console, "CHANGE LEVEL: %s\n", szNextMap);
if (minplayers || maxplayers)
{
ALERT(at_console, "PLAYER COUNT: min %i max %i current %i\n", minplayers, maxplayers, curplayers);
}
if (Q_strlen(szRules) > 0)
{
ALERT(at_console, "RULES: %s\n", szRules);
}
CHANGE_LEVEL(szNextMap, nullptr);
if (Q_strlen(szCommands) > 0)
{
SERVER_COMMAND(szCommands);
}
}
void CHalfLifeMultiplay::SendMOTDToClient(edict_t *client)
{
// read from the MOTD.txt file
int length, char_count = 0;
char *pFileList;
char *aFileList = pFileList = (char *)LOAD_FILE_FOR_ME((char *)CVAR_GET_STRING("motdfile"), &length);
// send the server name
MESSAGE_BEGIN(MSG_ONE, gmsgServerName, nullptr, client);
WRITE_STRING(CVAR_GET_STRING("hostname"));
MESSAGE_END();
// Send the message of the day
// read it chunk-by-chunk, and send it in parts
while (pFileList && *pFileList && char_count < MAX_MOTD_LENGTH)
{
char chunk[MAX_MOTD_CHUNK + 1];
if (Q_strlen(pFileList) < sizeof(chunk))
{
Q_strcpy(chunk, pFileList);
}
else
{
Q_strncpy(chunk, pFileList, sizeof(chunk) - 1);
// Q_strncpy doesn't always append the null terminator
chunk[sizeof(chunk) - 1] = '\0';
}
char_count += Q_strlen(chunk);
if (char_count < MAX_MOTD_LENGTH)
pFileList = aFileList + char_count;
else
*pFileList = '\0';
MESSAGE_BEGIN(MSG_ONE, gmsgMOTD, nullptr, client);
WRITE_BYTE((*pFileList != '\0') ? FALSE : TRUE); // FALSE means there is still more message to come
WRITE_STRING(chunk);
MESSAGE_END();
}
FREE_FILE(aFileList);
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, ClientUserInfoChanged, (CBasePlayer *pPlayer, char *infobuffer), pPlayer, infobuffer);
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(ClientUserInfoChanged)(CBasePlayer *pPlayer, char *infobuffer)
{
pPlayer->SetPlayerModel(pPlayer->m_bHasC4);
pPlayer->SetPrefsFromUserinfo(infobuffer);
}
void CHalfLifeMultiplay::ServerActivate()
{
// Check to see if there's a mapping info paramater entity
if (g_pMapInfo)
g_pMapInfo->CheckMapInfo();
ReadMultiplayCvars();
CheckMapConditions();
}
TeamName CHalfLifeMultiplay::SelectDefaultTeam()
{
TeamName team = UNASSIGNED;
if (m_iNumTerrorist < m_iNumCT)
{
team = TERRORIST;
}
else if (m_iNumTerrorist > m_iNumCT)
{
team = CT;
}
// Choose the team that's losing
else if (m_iNumTerroristWins < m_iNumCTWins)
{
team = TERRORIST;
}
else if (m_iNumCTWins < m_iNumTerroristWins)
{
team = CT;
}
else
{
// Teams and scores are equal, pick a random team
team = (RANDOM_LONG(0, 1) == 0) ? CT : TERRORIST;
}
if (TeamFull(team))
{
// Pick the opposite team
team = (team == TERRORIST) ? CT : TERRORIST;
// No choices left
if (TeamFull(team))
{
return UNASSIGNED;
}
}
return team;
}
void CHalfLifeMultiplay::ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib)
{
if (!pTeamName || !pTeamName[0])
return;
if (!pPlayer->IsAlive() || pPlayer->m_iJoiningState != JOINED)
return;
TeamName newTeam;
if (!Q_stricmp(pTeamName, "CT"))
{
newTeam = CT;
}
else if (!Q_stricmp(pTeamName, "TERRORIST"))
{
newTeam = TERRORIST;
}
else if (!Q_stricmp(pTeamName, "SPECTATOR"))
{
newTeam = SPECTATOR;
}
else
{
return;
}
if (pPlayer->m_iTeam != UNASSIGNED && pPlayer->m_iTeam != newTeam)
{
if (bKill)
{
pPlayer->m_LastHitGroup = HITGROUP_GENERIC;
// have the player kill themself
pPlayer->pev->health = 0;
pPlayer->Killed(pPlayer->pev, bGib ? GIB_ALWAYS : GIB_NEVER);
// add 1 to frags to balance out the 1 subtracted for killing yourself
pPlayer->pev->frags++;
}
pPlayer->m_iTeam = newTeam;
pPlayer->SetPlayerModel(pPlayer->m_bHasC4);
pPlayer->TeamChangeUpdate();
CSGameRules()->CheckWinConditions();
}
}
bool CHalfLifeMultiplay::CanPlayerBuy(CBasePlayer *pPlayer) const
{
if (pPlayer->m_iTeam == CT && m_bCTCantBuy)
{
return false;
}
else if (pPlayer->m_iTeam == TERRORIST && m_bTCantBuy)
{
return false;
}
else if (m_bCTCantBuy && m_bTCantBuy)
{
return false;
}
return true;
}
//
// Checks for assists in a kill situation
//
// This function analyzes damage records and player actions to determine the player who contributed the most to a kill,
// considering factors such as damage dealt and the use of flashbang grenades
//
// pKiller - The killer entity (Note: The killer may be a non-player)
// pVictim - The victim player
// bFlashAssist - A flag indicating whether a flashbang was used in the assist
// Returns - A pointer to the player who gave the most assistance, or NULL if appropriate assistant is not found
//
CBasePlayer *CHalfLifeMultiplay::CheckAssistsToKill(CBaseEntity *pKiller, CBasePlayer *pVictim, bool &bFlashAssist)
{
#ifdef REGAMEDLL_ADD
CCSPlayer::DamageList_t &victimDamageTakenList = pVictim->CSPlayer()->GetDamageList();
float maxDamage = 0.0f;
int maxDamageIndex = -1;
CBasePlayer *maxDamagePlayer = nullptr;
// Find the best assistant
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
const CCSPlayer::CDamageRecord_t &record = victimDamageTakenList[i - 1];
if (record.flDamage == 0)
continue; // dealt no damage
CBasePlayer *pAttackerPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pAttackerPlayer))
continue; // ignore idle clients
CCSPlayer *pCSAttackerPlayer = pAttackerPlayer->CSPlayer();
if (record.userId != pCSAttackerPlayer->m_iUserID)
continue; // another client?
if (pAttackerPlayer == pKiller || pAttackerPlayer == pVictim)
continue; // ignore involved as killer or victim
if (record.flDamage > maxDamage)
{
// If the assistant used a flash grenade to aid in the kill,
// make sure that the victim was blinded, and that the duration of the flash effect is still preserved
if (record.flFlashDurationTime > 0 && (!pVictim->IsBlind() || record.flFlashDurationTime <= gpGlobals->time))
continue;
maxDamage = record.flDamage;
maxDamagePlayer = pAttackerPlayer;
maxDamageIndex = i;
}
}
// Note: Only the highest damaging player can be an assistant
// The condition checks if the damage dealt by the player exceeds a certain percentage of the victim's max health
// Default threshold is 40%, meaning the assistant must deal at least 40% of the victim's max health as damage
if (maxDamagePlayer && maxDamage > (assist_damage_threshold.value / 100.0f) * pVictim->pev->max_health)
{
bFlashAssist = victimDamageTakenList[maxDamageIndex - 1].flFlashDurationTime > 0; // if performed the flash assist
return maxDamagePlayer;
}
#endif
return nullptr;
}
//
// Check the rarity estimation for a kill
//
// Estimation to represent the rarity of a kill based on various factors, including assists with flashbang grenades,
// headshot kills, kills through walls, the killer's blindness, no-scope sniper rifle kills, and kills through smoke
//
// pKiller - The entity who committed the kill (Note: The killer may be a non-player)
// pVictim - The player who was killed
// pAssister - The assisting player (if any)
// killerWeaponName - The name of the weapon used by the killer
// bFlashAssist - A flag indicating whether an assist was made with a flashbang
// Returns an integer estimation representing the rarity of the kill
// Use with PLAYERDEATH_KILLRARITY flag to indicate a rare kill in death messages
//
int CHalfLifeMultiplay::GetRarityOfKill(CBaseEntity *pKiller, CBasePlayer *pVictim, CBasePlayer *pAssister, const char *killerWeaponName, bool bFlashAssist)
{
int iRarity = 0;
// The killer player kills the victim with an assistant flashbang grenade
if (pAssister && bFlashAssist)
iRarity |= KILLRARITY_ASSISTEDFLASH;
// The killer player kills the victim with a headshot
if (pVictim->m_bHeadshotKilled)
iRarity |= KILLRARITY_HEADSHOT;
CBasePlayer *pKillerPlayer = static_cast<CBasePlayer *>(pKiller);
if (pKillerPlayer && pKillerPlayer->IsPlayer() && pKillerPlayer != pVictim)
{
WeaponClassType weaponClass = AliasToWeaponClass(killerWeaponName);
if (weaponClass != WEAPONCLASS_NONE &&
weaponClass != WEAPONCLASS_KNIFE &&
weaponClass != WEAPONCLASS_GRENADE)
{
// The killer player kills the victim through the walls
if (pVictim->GetDmgPenetrationLevel() > 0)
iRarity |= KILLRARITY_PENETRATED;
// The killer player was blind
if (pKillerPlayer->IsFullyBlind())
iRarity |= KILLRARITY_KILLER_BLIND;
// The killer player kills the victim with a sniper rifle with no scope
if (weaponClass == WEAPONCLASS_SNIPERRIFLE && pKillerPlayer->m_iClientFOV == DEFAULT_FOV)
iRarity |= KILLRARITY_NOSCOPE;
// The killer player kills the victim through smoke
const Vector inEyePos = pKillerPlayer->EyePosition();
if (TheCSBots()->IsLineBlockedBySmoke(&inEyePos, &pVictim->pev->origin))
iRarity |= KILLRARITY_THRUSMOKE;
// The killer player kills the victim while in air
if (!(pKillerPlayer->pev->flags & FL_ONGROUND))
iRarity |= KILLRARITY_INAIR;
}
// Calculate # of unanswered kills between killer & victim
// This is plus 1 as this function gets called before the stat is updated
// That is done so that the domination and revenge will be calculated prior
// to the death message being sent to the clients
int iAttackerEntityIndex = pKillerPlayer->entindex();
Assert(iAttackerEntityIndex > 0 && iAttackerEntityIndex <= MAX_CLIENTS);
int iKillsUnanswered = pVictim->CSPlayer()->m_iNumKilledByUnanswered[iAttackerEntityIndex - 1] + 1;
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION || pKillerPlayer->CSPlayer()->IsPlayerDominated(pVictim->entindex() - 1))
{
// Sets the beginning of domination over the victim until he takes revenge
if (iKillsUnanswered == CS_KILLS_FOR_DOMINATION)
iRarity |= KILLRARITY_DOMINATION_BEGAN;
// this is the Nth unanswered kill between killer and victim, killer is now dominating victim
iRarity |= KILLRARITY_DOMINATION;
// set victim to be dominated by killer
pKillerPlayer->CSPlayer()->SetPlayerDominated(pVictim, true);
}
else if (pVictim->CSPlayer()->IsPlayerDominated(pKillerPlayer->entindex() - 1))
{
// the killer killed someone who was dominating him, gains revenge
iRarity |= KILLRARITY_REVENGE;
// set victim to no longer be dominating the killer
pVictim->CSPlayer()->SetPlayerDominated(pKillerPlayer, false);
}
}
return iRarity;
}
LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN(CHalfLifeMultiplay, CSGameRules, SendDeathMessage, (CBaseEntity *pKiller, CBasePlayer *pVictim, CBasePlayer *pAssister, entvars_t *pevInflictor, const char *killerWeaponName, int iDeathMessageFlags, int iRarityOfKill), pKiller, pVictim, pAssister, pevInflictor, killerWeaponName, iDeathMessageFlags, iRarityOfKill)
//
// Sends death messages to all players, including info about the killer, victim, weapon used,
// extra death flags, death position, assistant, and kill rarity
//
//
// pKiller - The entity who performed the kill (Note: The killer may be a non-player)
// pVictim - The player who was killed
// pAssister - The assisting player (if any)
// killerWeaponName - The name of the weapon used by the killer
// iDeathMessageFlags - Flags indicating extra death message info
// iRarityOfKill - An bitsums representing the rarity classification of the kill
//
void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(SendDeathMessage)(CBaseEntity *pKiller, CBasePlayer *pVictim, CBasePlayer *pAssister, entvars_t *pevInflictor, const char *killerWeaponName, int iDeathMessageFlags, int iRarityOfKill)
{
MESSAGE_BEGIN(MSG_ALL, gmsgDeathMsg);
WRITE_BYTE((pKiller && pKiller->IsPlayer()) ? pKiller->entindex() : 0); // the killer
WRITE_BYTE(pVictim->entindex()); // the victim
WRITE_BYTE((iRarityOfKill & KILLRARITY_HEADSHOT)); // is killed headshot
WRITE_STRING(killerWeaponName); // what they were killed by (should this be a string?)
#ifdef REGAMEDLL_ADD
if (iDeathMessageFlags > 0)
{
WRITE_LONG(iDeathMessageFlags);
// Writes the coordinates of the place where the victim died
// The victim has just been killed, so this usefully display 'X' dead icon on the HUD radar
if (iDeathMessageFlags & PLAYERDEATH_POSITION)
{
WRITE_COORD(pVictim->pev->origin.x);
WRITE_COORD(pVictim->pev->origin.y);
WRITE_COORD(pVictim->pev->origin.z);
}
// Writes the index of the teammate who assisted in the kill
if (iDeathMessageFlags & PLAYERDEATH_ASSISTANT)
WRITE_BYTE((pAssister && pAssister->IsPlayer()) ? pAssister->entindex() : 0);
// Writes the rarity classification of the kill
if (iDeathMessageFlags & PLAYERDEATH_KILLRARITY)
WRITE_LONG(iRarityOfKill);
}
#endif
MESSAGE_END();
}
void CHalfLifeMultiplay::GiveDefuserToRandomPlayer()
{
int iDefusersToGive = 2;
CUtlVector<CBasePlayer *> candidates;
candidates.EnsureCapacity(MAX_CLIENTS);
// add all CT candidates to a list
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!UTIL_IsValidPlayer(pPlayer))
continue;
if (!pPlayer->IsAlive() || pPlayer->m_iTeam != CT)
continue;
candidates.AddToTail(pPlayer);
}
// randomly shuffle the list; this will keep the selection random in case of ties
for (int i = 0; i < candidates.Count(); i++) {
SWAP(candidates[i], candidates[RANDOM_LONG(0, candidates.Count() - 1)]);
}
// now sort the shuffled list into subgroups
candidates.Sort([](CBasePlayer *const *left, CBasePlayer *const *right) -> int {
// should we prioritize humans over bots?
if (cv_bot_defer_to_human.value != 0.0f)
{
if ((*left)->IsBot() && !(*right)->IsBot())
return 1;
if (!(*left)->IsBot() && (*right)->IsBot())
return -1;
}
return 0;
}
);
// give defusers to the first N candidates
for (int i = 0; i < iDefusersToGive && i < candidates.Count(); ++i)
{
CBasePlayer *pPlayer = candidates[i];
assert(pPlayer && pPlayer->m_iTeam == CT && pPlayer->IsAlive());
pPlayer->GiveDefuser();
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
}
}