void CBaseTurret::Spawn() { Precache( ); SetNextThink( gpGlobals->curtime + 1 ); SetMoveType( MOVETYPE_FLY ); m_nSequence = 0; m_flCycle = 0; SetSolid( SOLID_SLIDEBOX ); m_takedamage = DAMAGE_YES; AddFlag( FL_AIMTARGET ); m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1"); AddFlag( FL_NPC ); if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE )) { m_iAutoStart = true; } ResetSequenceInfo( ); SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 ); // Activities ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE ); ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD ); }
TemplateCommand :: TemplateCommand( const string & name, const string & desc ) : Command( name, desc, TPL_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_TFILE, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FNAMES, false, 1 ) ); }
DateFormatCommand :: DateFormatCommand( const string & name, const string & desc ) : Command( name, desc, DFMT_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FMT, true, 1 ) ); }
EditCommand ::EditCommand( const string & name, const string & desc ) : Command( name, desc, EDIT_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_EDIT, true, 1, true ) ); AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1, false ) ); }
ValidateCommand :: ValidateCommand( const string & name, const string & desc ) : Command( name, desc, VALID_HELP ), mOutMode( Reports ) { AddFlag( ALib::CommandLineFlag( FLAG_VFILE, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_OMODE, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_ERRCODE, false, 0 ) ); }
CWarMap::CWarMap(long lMapIndex, const TGuildWarInfo & r_info, TWarMapInfo * pkWarMapInfo, DWORD dwGuildID1, DWORD dwGuildID2) { m_kMapInfo = *pkWarMapInfo; m_kMapInfo.lMapIndex = lMapIndex; memcpy(&m_WarInfo, &r_info, sizeof(TGuildWarInfo)); m_TeamData[0].Initialize(); m_TeamData[0].dwID = dwGuildID1; m_TeamData[0].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID1); m_TeamData[1].Initialize(); m_TeamData[1].dwID = dwGuildID2; m_TeamData[1].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID2); m_iObserverCount = 0; war_map_info* info = AllocEventInfo<war_map_info>(); info->pWarMap = this; SetBeginEvent(event_create(war_begin_event, info, PASSES_PER_SEC(60))); m_pkEndEvent = NULL; m_pkTimeoutEvent = NULL; m_pkResetFlagEvent = NULL; m_bTimeout = false; m_dwStartTime = get_dword_time(); m_bEnded = false; if (GetType() == WAR_MAP_TYPE_FLAG) { AddFlagBase(0); AddFlagBase(1); AddFlag(0); AddFlag(1); } }
SQLUpdateCommand :: SQLUpdateCommand( const string & name, const string & desc ) : SQLCommand( name, desc, UPD_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_WHERE, true, 1 ) ); }
ExcludeCommand ::ExcludeCommand( const string & name, const string & desc ) : Command( name, desc, EXCL_HELP ), mReverse( false ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_REVCOLS, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1 ) ); }
RemoveNewlineCommand :: RemoveNewlineCommand( const string & name, const string & desc ) : Command( name, desc, RMNEW_HELP ), mSep( "" ) { AddFlag( ALib::CommandLineFlag( FLAG_STR, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_EXCLNL, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) ); }
ShuffleCommand ::ShuffleCommand( const string & name, const string & desc ) : Command( name, desc, SHUFFLE_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_NUM, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_RSEED, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) ); }
FileInfoCommand :: FileInfoCommand( const string & name, const string & desc ) : Command( name, desc, INFO_HELP ), mBasename( false ), mTwoCols( false ) { AddFlag( ALib::CommandLineFlag( FLAG_TWOC, false, false ) ); AddFlag( ALib::CommandLineFlag( FLAG_BASEN, false, false ) ); }
EvalCommand :: EvalCommand( const string & name, const string & desc ) : Command( name, desc, EVAL_HELP ), mDiscardInput( false ) { AddFlag( ALib::CommandLineFlag( FLAG_EXPR, false, 1, true ) ); AddFlag( ALib::CommandLineFlag( FLAG_REMOVE, false, 1, true ) ); AddFlag( ALib::CommandLineFlag( FLAG_DISCARD, false, 0, true) ); AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1, true) ); }
DSVReadCommand :: DSVReadCommand( const string & name, const string & desc ) : DSVBase( name, desc, DSVR_HELP ), mIsCSV( false ), mCollapseSep( false ) { AddFlag( ALib::CommandLineFlag( FLAG_CSV, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_CMULTI, false, 0 ) ); }
AsciiTableCommand :: AsciiTableCommand( const string & name, const string & desc ) : Command( name, desc, ATABLE_HELP ), mUseLineSep( false ) { AddFlag( ALib::CommandLineFlag( FLAG_HEADER, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_RALIGN, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_SEP, false, 0 ) ); }
CallCommand :: CallCommand( const string & name, const string & desc ) : Command( name, desc, CALL_HELP ), mOutBufSize( DEF_OUTBUF_SIZE ) { AddFlag( ALib::CommandLineFlag( FLAG_DLL, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FUNC, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_BSIZE, false, 1 ) ); }
TrimCommand :: TrimCommand( const string & name, const string & desc ) : Command( name, desc, TRIM_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_TRLEAD, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_TRTRAIL, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_WIDTH, false, 1 ) ); }
PivotCommand :: PivotCommand( const string & name, const string & desc ) : Command( name, desc, PIVOT_HELP ) { AddFlag( ALib::CommandLineFlag( FLAG_ACTION, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_COL, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_ROW, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FACT, true, 1 ) ); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { #ifdef GE_DLL m_bSpawnInterpCounter = !m_bSpawnInterpCounter; BaseClass::Spawn(); #else m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } RemoveEffects( EF_NOINTERP ); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_bSpawnInterpCounter = !m_bSpawnInterpCounter; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; #endif //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : // Notes : Have your derived Helicopter's Spawn() function call this one FIRST //------------------------------------------------------------------------------ void CBaseHelicopter::Spawn( void ) { Precache( ); SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_STEP ); AddFlag( FL_FLY ); m_lifeState = LIFE_ALIVE; // motor //****** // All of this stuff is specific to the individual type of aircraft. Handle it yourself. //****** // m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("MediumRound"); // SetModel( "models/attack_helicopter.mdl" ); // UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); // UTIL_SetOrigin( this, GetLocalOrigin() ); // m_iHealth = 100; // m_flFieldOfView = -0.707; // 270 degrees // InitBoneControllers(); // m_iRockets = 10; // Get the rotor sound started up. // This base class assumes the helicopter has no guns or missiles. // Set the appropriate flags in your derived class' Spawn() function. m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; m_pRotorSound = NULL; m_pRotorBlast = NULL; m_flCycle = 0; ResetSequenceInfo(); AddFlag( FL_NPC ); m_flMaxSpeed = BASECHOPPER_MAX_SPEED; m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED; m_takedamage = DAMAGE_AIM; // Don't start up if the level designer has asked the // helicopter to start disabled. if ( !(m_spawnflags & SF_AWAITINPUT) ) { Startup(); SetNextThink( gpGlobals->curtime + 1.0f ); } InitPathingData( BASECHOPPER_LEAD_DISTANCE, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST ); // Setup collision hull ExpandBBox( m_cullBoxMins, m_cullBoxMaxs ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); }
SQLCommand :: SQLCommand( const string & name, const string & desc, const string & help ) : Command( name, desc, help ), mQuoteNulls(false) { AddFlag( ALib::CommandLineFlag( FLAG_NOQUOTE, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_QNULLS, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_TABLE, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_SQLSEP, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_ENULLS, false, 0 ) ); }
JoinCommand :: JoinCommand( const string & name, const string & desc ) : Command( name, desc, JOIN_HELP), mOuterJoin( false ), mIgnoreCase( false ), mKeep( false ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_OUTERJ, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_INVERT, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_ICASE, false, 0 ) ); AddFlag( ALib::CommandLineFlag( FLAG_KEEP, false, 0 ) ); }
FileSplitCommand :: FileSplitCommand( const string & name, const string & desc ) : Command( name, desc, SPLIT_HELP), mUseFieldNames( false ) { AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FSPRE, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FSDIR, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_FSEXT, false, 1 ) ); AddFlag( ALib::CommandLineFlag( FLAG_USEFLD, false, 0 ) ); mFileNo = 1; }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); pl.deadflag = false; m_lifeState = LIFE_ALIVE; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); //BP On donne par défaut les armes correspondantes au mode de jeu //GiveDefaultItems(); GiveAllItems(); RemoveEffects( EF_NOINTERP ); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) AddFlag( FL_FROZEN ); else RemoveFlag( FL_FROZEN ); m_bSpawnInterpCounter = !m_bSpawnInterpCounter; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; m_hKiller.Set(NULL); //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT ); if ( GetTeamNumber() != TEAM_SPECTATOR ) StopObserverMode(); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } SetNumAnimOverlays( 3 ); ResetAnimation(); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; m_flNextKickAttack = gpGlobals->curtime; CBaseViewModel *Leg = GetViewModel(1); Leg->SetWeaponModel("models/weapons/v_kick.mdl", NULL); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); }
/* check_clean_nick() * * input - pointer to source * - * - nickname * - truncated nickname * - origin of client * - pointer to server nick is coming from * output - none * side effects - if nickname is erroneous, or a different length to * truncated nickname, return 1 */ static int check_clean_nick(struct Client *client_p, struct Client *source_p, char *nick, struct Client *server_p) { /* the old code did some wacky stuff here, if the nick is invalid, kill it * and dont bother messing at all */ if (!valid_nickname(nick, 0)) { ++ServerStats.is_kill; sendto_realops_flags(UMODE_DEBUG, L_ALL, SEND_NOTICE, "Bad/long Nick: %s From: %s(via %s)", nick, server_p->name, client_p->name); sendto_one(client_p, ":%s KILL %s :%s (Bad Nickname)", me.name, nick, me.name); /* bad nick change */ if (source_p != client_p) { kill_client_ll_serv_butone(client_p, source_p, "%s (Bad Nickname)", me.name); AddFlag(source_p, FLAGS_KILLED); exit_client(source_p, &me, "Bad Nickname"); } return 1; } return 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponStriderBuster::Spawn( void ) { SetModelName( AllocPooledString("models/magnusson_device.mdl") ); BaseClass::Spawn(); // Setup for being shot by the player m_takedamage = DAMAGE_EVENTS_ONLY; // Ignore touches until launched. SetTouch ( NULL ); AddFlag( FL_AIMTARGET|FL_OBJECT ); m_hParticleEffect = CreateEntityByName( "info_particle_system" ); if ( m_hParticleEffect ) { m_hParticleEffect->KeyValue( "start_active", "1" ); m_hParticleEffect->KeyValue( "effect_name", "striderbuster_smoke" ); DispatchSpawn( m_hParticleEffect ); if ( gpGlobals->curtime > 0.2f ) { m_hParticleEffect->Activate(); } m_hParticleEffect->SetAbsOrigin( GetAbsOrigin() ); m_hParticleEffect->SetParent( this ); } SetHealth( striderbuster_health.GetFloat() ); SetNextThink(gpGlobals->curtime + 0.01f); }
void CFuncBrush::Spawn( void ) { SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); if ( m_iSolidity == BRUSHSOLID_NEVER ) { AddSolidFlags( FSOLID_NOT_SOLID ); } SetModel( STRING( GetModelName() ) ); if ( m_iDisabled ) TurnOff(); // If it can't move/go away, it's really part of the world if ( !GetEntityName() || !m_iParent ) AddFlag( FL_WORLDBRUSH ); CreateVPhysics(); // Slam the object back to solid - if we really want it to be solid. if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); } }
//----------------------------------------------------------------------------- // Transfer dissolve //----------------------------------------------------------------------------- void CBaseAnimating::TransferDissolveFrom( CBaseAnimating *pAnim ) { if ( !pAnim || !pAnim->IsDissolving() ) return; CEntityDissolve *pDissolve = CEntityDissolve::Create( this, pAnim ); if (pDissolve) { AddFlag( FL_DISSOLVING ); m_flDissolveStartTime = pAnim->m_flDissolveStartTime; CEntityDissolve *pDissolveFrom = dynamic_cast < CEntityDissolve * > (pAnim->GetEffectEntity()); if ( pDissolveFrom ) { pDissolve->SetDissolverOrigin( pDissolveFrom->GetDissolverOrigin() ); pDissolve->SetDissolveType( pDissolveFrom->GetDissolveType() ); if ( pDissolveFrom->GetDissolveType() == ENTITY_DISSOLVE_CORE ) { pDissolve->SetMagnitude( pDissolveFrom->GetMagnitude() ); pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START; pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START; pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH; pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH; } } } }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropAPC::Spawn( void ) { BaseClass::Spawn(); SetBlocksLOS( true ); m_iHealth = m_iMaxHealth = sk_apc_health.GetFloat(); SetCycle( 0 ); m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_nRocketSide = 0; m_lifeState = LIFE_ALIVE; m_bInFiringCone = false; m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; // Reset the gun to a default pose. SetPoseParameter( "vehicle_weapon_pitch", 0 ); SetPoseParameter( "vehicle_weapon_yaw", 90 ); CreateAPCLaserDot(); if ( IsXbox() ) { AddFlag( FL_AIMTARGET ); } }