Esempio n. 1
0
//=========================================================
//=========================================================
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
	edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );

	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
	pPlayer->pev->v_angle  = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = TRUE;
	
	return pentSpawnSpot;
}
Esempio n. 2
0
/* <ad89d> ../cstrike/dlls/gamerules.cpp:59 */
edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
	edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);

	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin;// + Vector(0, 0, 1);
	pPlayer->pev->origin.z += 1;

	pPlayer->pev->v_angle = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = 1;

	return pentSpawnSpot;
}
Esempio n. 3
0
edict_t *CGameRules::GetPlayerSpawnSpot(CBasePlayer *pPlayer)
{
	// gat valid spawn point
	edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);

	// Move the player to the place it said.
	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0, 0, 1);

	pPlayer->pev->v_angle = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = 1;

	return pentSpawnSpot;
}
Esempio n. 4
0
//=========================================================
//=========================================================
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
	edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );

	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector( 0, 0, 1 );
	pPlayer->pev->viewangles = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS( pentSpawnSpot )->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = TRUE;

	if( pentSpawnSpot->v.spawnflags & 1 ) // the START WITH SUIT flag
	{
		g_startSuit = TRUE;
	}
	return pentSpawnSpot;
}
Esempio n. 5
0
//-----------------------------------------------------------------------------
// Purpose: Move the player to a spectating position
//-----------------------------------------------------------------------------
void CDiscArena::MoveToSpectator( CBasePlayer *pPlayer )
{
	// Find the spectator spawn position
	CBaseEntity *pSpot = UTIL_FindEntityByClassname( NULL, "info_player_spectator");
	if ( pSpot )
	{
		pPlayer->StartObserver( pSpot->pev->origin, pSpot->pev->angles);
	}
	else
	{
		// Find any spawn point
		edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
		pPlayer->StartObserver( VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles);
	}

	pPlayer->pev->team = 0;
	pPlayer->Observer_SetMode( OBS_LOCKEDVIEW );
}
Esempio n. 6
0
//=========================================================
//=========================================================
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
	edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
	CBaseEntity *pSpawnSpot = CBaseEntity::Instance( pentSpawnSpot );

	pPlayer->SetAbsOrigin( pSpawnSpot->GetAbsOrigin() + Vector(0,0,1) );
	pPlayer->pev->v_angle  = g_vecZero;
	pPlayer->SetAbsVelocity( g_vecZero );
	pPlayer->SetAbsAngles( pSpawnSpot->GetAbsAngles() );
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = TRUE;

	if( pSpawnSpot->pev->spawnflags & 1 ) // the START WITH SUIT flag
	{
		pPlayer->pev->weapons |= BIT( WEAPON_SUIT );
	}
	
	return pentSpawnSpot;
}
Esempio n. 7
0
/* <ad89d> ../cstrike/dlls/gamerules.cpp:59 */
edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
	edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);

#if HOOK_GAMEDLL
	// TODO: fix test demo
	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin;
	pPlayer->pev->origin.z += 1;
#else
	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0, 0, 1);
#endif // HOOK_GAMEDLL

	pPlayer->pev->v_angle = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = 1;

	return pentSpawnSpot;
}
Esempio n. 8
0
/* <ad89d> ../cstrike/dlls/gamerules.cpp:59 */
edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
	// gat valid spawn point
	edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);

	// Move the player to the place it said.
#ifndef PLAY_GAMEDLL
	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0, 0, 1);
#else
	// TODO: fix test demo
	pPlayer->pev->origin = VARS(pentSpawnSpot)->origin;
	pPlayer->pev->origin.z += 1;
#endif // PLAY_GAMEDLL

	pPlayer->pev->v_angle = g_vecZero;
	pPlayer->pev->velocity = g_vecZero;
	pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
	pPlayer->pev->punchangle = g_vecZero;
	pPlayer->pev->fixangle = 1;

	return pentSpawnSpot;
}
Esempio n. 9
0
// Use CMD_ARGV,  CMD_ARGV, and CMD_ARGC to get pointers the character string command.
void ClientCommand( edict_t *pEntity )
{
	const char *pcmd = CMD_ARGV(0);
	const char *pstr;

	// Is the client spawned yet?
	if ( !pEntity->pvPrivateData )
		return;

	entvars_t *pev = &pEntity->v;

	if ( FStrEq(pcmd, "say" ) )
	{
		Host_Say( pEntity, 0 );
	}
	else if ( FStrEq(pcmd, "say_team" ) )
	{
		Host_Say( pEntity, 1 );
	}
	else if ( FStrEq(pcmd, "spectate" ) )
	{
		// Prevent this is the cvar is set
		if ( allow_spectators.value )
		{
			CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pev);
			edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
			pPlayer->StartObserver( VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles);
		}
	}

	else if ( FStrEq(pcmd, "ob_mode" ) )
	{
		CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pev);
		pPlayer->ObserverInput_ChangeMode();
	}
	else if ( FStrEq(pcmd, "ob_prev" ) )
	{
		CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pev);
		pPlayer->ObserverInput_PrevPlayer();
	}
	else if ( FStrEq(pcmd, "ob_next" ) )
	{
		CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pev);
		pPlayer->ObserverInput_NextPlayer();
	}

	else if ( FStrEq(pcmd, "give" ) )
	{
		if ( g_flWeaponCheat != 0.0)
		{
			int iszItem = ALLOC_STRING( CMD_ARGV(1) );	// Make a copy of the classname
			GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
		}
	}

	else if ( FStrEq(pcmd, "drop" ) )
	{
		// player is dropping an item. 
		GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1));
	}
	else if ( FStrEq(pcmd, "fov" ) )
	{
		if ( g_flWeaponCheat && CMD_ARGC() > 1)
		{
			GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) );
		}
		else
		{
			CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) );
		}
	}
	else if ( FStrEq(pcmd, "use" ) )
	{
		GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1));
	}
	else if (((pstr = strstr(pcmd, "weapon_")) != NULL)  && (pstr == pcmd))
	{
		GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd);
	}
	else if (FStrEq(pcmd, "lastinv" ))
	{
		GetClassPtr((CBasePlayer *)pev)->SelectLastItem();
	}
	else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) )
	{
		// MenuSelect returns true only if the command is properly handled,  so don't print a warning
	}
	else
	{
		// tell the user they entered an unknown command
		char command[128];

		// check the length of the command (prevents crash)
		// max total length is 192 ...and we're adding a string below (#Game_unknown_command)
		strncpy( command, pcmd, 127 );
		command[127] = '\0';

		ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, "#Game_unknown_command", command );
	}
}