Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// 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();
}
Exemplo n.º 2
0
void CHL2MP_Player::CheatImpulseCommands( int iImpulse )
{
	switch ( iImpulse )
	{
		case 101:
			{
				if( sv_cheats->GetBool() )
					GiveAllItems();
			}
			break;

		default:
			BaseClass::CheatImpulseCommands( iImpulse );
	}
}
void CHL2MP_Player::CheatImpulseCommands( int iImpulse )
{
#ifdef GE_DLL
    BaseClass::CheatImpulseCommands( iImpulse );
#else
    switch ( iImpulse )
    {
    case 101:
    {
        if( sv_cheats->GetBool() )
        {
            GiveAllItems();
        }
    }
    break;

    default:
        BaseClass::CheatImpulseCommands( iImpulse );
    }
#endif
}