Ejemplo n.º 1
0
void IGameController::OnCharacterSpawn(CCharacter *pChr)
{
	if(m_GameFlags&GAMEFLAG_SURVIVAL)
	{
		// give start equipment
		pChr->IncreaseHealth(10);
		pChr->IncreaseArmor(5);

		pChr->GiveWeapon(WEAPON_HAMMER, -1);
		pChr->GiveWeapon(WEAPON_GUN, 10);
		pChr->GiveWeapon(WEAPON_SHOTGUN, 10);
		pChr->GiveWeapon(WEAPON_GRENADE, 10);
		pChr->GiveWeapon(WEAPON_LASER, 5);

		// prevent respawn
		pChr->GetPlayer()->m_RespawnDisabled = GetStartRespawnState();
	}
	else
	{
		// default health
		pChr->IncreaseHealth(10);

		// give default weapons
		pChr->GiveWeapon(WEAPON_HAMMER, -1);
		pChr->GiveWeapon(WEAPON_GUN, 10);
	}
}
Ejemplo n.º 2
0
void IGameController::OnCharacterSpawn(CCharacter *pChr)
{
	if(m_GameFlags&GAMEFLAG_SURVIVAL)
	{
		// give start equipment
		pChr->IncreaseHealth(10);
		pChr->IncreaseArmor(5);

		pChr->GiveWeapon(new CMod_Weapon_Hammer(pChr));
		pChr->GiveWeapon(new CMod_Weapon_Gun(pChr, 10));
		pChr->GiveWeapon(new CMod_Weapon_Shotgun(pChr, 10));
		pChr->GiveWeapon(new CMod_Weapon_Grenade(pChr, 10));
		pChr->GiveWeapon(new CMod_Weapon_Laser(pChr, 5));

		// prevent respawn
		pChr->GetPlayer()->m_RespawnDisabled = GetStartRespawnState();
	}
	else
	{
		// default health
		pChr->IncreaseHealth(10);

		// give default weapons
		pChr->GiveWeapon(new CMod_Weapon_Hammer(pChr));
		pChr->GiveWeapon(new CMod_Weapon_Gun(pChr, 10));
	}
}
Ejemplo n.º 3
0
void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
{
	Team = ClampTeam(Team);
	if(Team == pPlayer->GetTeam())
		return;

	int OldTeam = pPlayer->GetTeam();
	pPlayer->SetTeam(Team);

	int ClientID = pPlayer->GetCID();

	// notify clients
	CNetMsg_Sv_Team Msg;
	Msg.m_ClientID = ClientID;
	Msg.m_Team = Team;
	Msg.m_Silent = DoChatMsg ? 0 : 1;
	Msg.m_CooldownTick = pPlayer->m_TeamChangeTick;
	Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);

	char aBuf[128];
	str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", ClientID, Server()->ClientName(ClientID), Team);
	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);

	// update effected game settings
	if(OldTeam != TEAM_SPECTATORS)
	{
		--m_aTeamSize[OldTeam];
		m_UnbalancedTick = TBALANCE_CHECK;
	}
	if(Team != TEAM_SPECTATORS)
	{
		++m_aTeamSize[Team];
		m_UnbalancedTick = TBALANCE_CHECK;
		if(m_GameState == IGS_WARMUP_GAME && HasEnoughPlayers())
			SetGameState(IGS_WARMUP_GAME, 0);
		pPlayer->m_IsReadyToPlay = !IsPlayerReadyMode();
		if(m_GameFlags&GAMEFLAG_SURVIVAL)
			pPlayer->m_RespawnDisabled = GetStartRespawnState();
	}
	OnPlayerInfoChange(pPlayer);
	GameServer()->OnClientTeamChange(ClientID);
}
Ejemplo n.º 4
0
void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
{
	Team = ClampTeam(Team);
	if(Team == pPlayer->GetTeam())
		return;

	int OldTeam = pPlayer->GetTeam();
	pPlayer->SetTeam(Team);

	int ClientID = pPlayer->GetCID();
	char aBuf[128];
	if(DoChatMsg)
	{
		str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(ClientID), GetTeamName(Team));
		GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
	}

	str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", ClientID, Server()->ClientName(ClientID), Team);
	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);

	// update effected game settings
	if(OldTeam != TEAM_SPECTATORS)
	{
		--m_aTeamSize[OldTeam];
		m_UnbalancedTick = TBALANCE_CHECK;
	}
	if(Team != TEAM_SPECTATORS)
	{
		++m_aTeamSize[Team];
		m_UnbalancedTick = TBALANCE_CHECK;
		if(m_GameState == IGS_WARMUP_GAME && HasEnoughPlayers())
			SetGameState(IGS_WARMUP_GAME, 0);
		pPlayer->m_IsReadyToPlay = !IsPlayerReadyMode();
		if(m_GameFlags&GAMEFLAG_SURVIVAL)
			pPlayer->m_RespawnDisabled = GetStartRespawnState();
	}
	OnPlayerInfoChange(pPlayer);
	GameServer()->OnClientTeamChange(ClientID);
}