removed HL2DM TEAM_COMBINE / REBELS references so i can start working on dynamic teams crap clientside

This commit is contained in:
Dexter 2013-11-09 19:15:04 +00:00 committed by squeek
parent f0757e06f2
commit 0cff262bdd
6 changed files with 76 additions and 91 deletions

View file

@ -9,8 +9,9 @@
#include "c_team.h"
#include "gamestringpool.h"
#ifdef HL2MP
#ifdef FF
#include "ff_sh_gamerules.h"
#include "ff_sh_shareddefs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
@ -65,12 +66,16 @@ C_PlayerResource::C_PlayerResource()
m_Colors[i] = COLOR_GREY;
}
#ifdef HL2MP
m_Colors[TEAM_COMBINE] = COLOR_BLUE;
m_Colors[TEAM_REBELS] = COLOR_RED;
m_Colors[TEAM_UNASSIGNED] = COLOR_YELLOW;
#ifdef FF
// FF TODO
m_Colors[FF_TEAM_ONE] = COLOR_RED;
m_Colors[FF_TEAM_TWO] = COLOR_GREEN;
m_Colors[FF_TEAM_THREE] = COLOR_BLUE;
m_Colors[FF_TEAM_FOUR] = COLOR_YELLOW;
m_Colors[FF_TEAM_FIVE] = COLOR_BLACK;
m_Colors[FF_TEAM_SIX] = COLOR_WHITE;
#endif
g_PR = this;
}

View file

@ -104,12 +104,14 @@ Color CHudChat::GetClientColor( int clientIndex )
}
else if( g_PR )
{
switch ( g_PR->GetTeam( clientIndex ) )
{
case TEAM_COMBINE : return g_ColorBlue;
case TEAM_REBELS : return g_ColorRed;
default : return g_ColorYellow;
}
// FF TODO:
return g_ColorYellow;
//switch ( g_PR->GetTeam( clientIndex ) )
//{
//case TEAM_COMBINE : return g_ColorBlue;
//case TEAM_REBELS : return g_ColorRed;
//default : return g_ColorYellow;
//}
}
return g_ColorYellow;

View file

@ -12,6 +12,7 @@
#include "c_playerresource.h"
#include "ff_cl_player.h"
#include "ff_sh_gamerules.h"
#include "ff_sh_shareddefs.h"
#include <KeyValues.h>
@ -335,8 +336,9 @@ void CHL2MPClientScoreBoardDialog::InitScoreboardSections()
if ( FFRules()->IsTeamplay() )
{
// add the team sections
AddSection( TYPE_TEAM, TEAM_COMBINE );
AddSection( TYPE_TEAM, TEAM_REBELS );
// FF TODO: how do into dynamic teams
AddSection( TYPE_TEAM, FF_TEAM_ONE );
AddSection( TYPE_TEAM, FF_TEAM_TWO );
}
else
{
@ -495,16 +497,18 @@ void CHL2MPClientScoreBoardDialog::AddSection(int teamType, int teamNumber)
int CHL2MPClientScoreBoardDialog::GetSectionFromTeamNumber( int teamNumber )
{
// FF hacked in, need to do proper scoreboard
switch ( teamNumber )
{
case TEAM_COMBINE:
case FF_TEAM_ONE:
return SCORESECTION_COMBINE;
case TEAM_REBELS:
case FF_TEAM_TWO:
return SCORESECTION_REBELS;
case TEAM_SPECTATOR:
return SCORESECTION_SPECTATOR;
default:
case FF_TEAM_UNASSIGNED:
return SCORESECTION_FREEFORALL;
}
return SCORESECTION_FREEFORALL;
}

View file

@ -343,7 +343,7 @@ void CFF_SV_Player::SetPlayerTeamModel( void )
if ( modelIndex == -1 || ValidatePlayerModel( szModelName ) == false )
{
szModelName = "models/Combine_Soldier.mdl";
m_iModelType = TEAM_COMBINE;
m_iModelType = FF_TEAM_ONE;
char szReturnString[512];
@ -351,6 +351,16 @@ void CFF_SV_Player::SetPlayerTeamModel( void )
engine->ClientCommand ( edict(), szReturnString );
}
if ( Q_stristr( szModelName, "models/human") )
{
int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
szModelName = g_ppszRandomCitizenModels[g_iLastCombineModel];
}
m_iModelType = FF_TEAM_ONE;
/* FF TODO: team & class model crap here
if ( GetTeamNumber() == TEAM_COMBINE )
{
if ( Q_stristr( szModelName, "models/human") )
@ -374,7 +384,7 @@ void CFF_SV_Player::SetPlayerTeamModel( void )
}
m_iModelType = TEAM_REBELS;
}
}*/
SetModel( szModelName );
SetupPlayerSoundsByModel( szModelName );
@ -403,55 +413,15 @@ void CFF_SV_Player::SetPlayerModel( void )
szModelName = pszCurrentModelName;
}
// FF TODO: team models and stuff
int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
if ( GetTeamNumber() == TEAM_COMBINE )
{
int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
g_iLastCombineModel = ( g_iLastCombineModel + 1 ) % nHeads;
szModelName = g_ppszRandomCombineModels[g_iLastCombineModel];
m_iModelType = TEAM_COMBINE;
}
else if ( GetTeamNumber() == TEAM_REBELS )
{
int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
m_iModelType = TEAM_REBELS;
}
else
{
if ( Q_strlen( szModelName ) == 0 )
{
szModelName = g_ppszRandomCitizenModels[0];
}
if ( Q_stristr( szModelName, "models/human") )
{
m_iModelType = TEAM_REBELS;
}
else
{
m_iModelType = TEAM_COMBINE;
}
}
int modelIndex = modelinfo->GetModelIndex( szModelName );
if ( modelIndex == -1 )
{
szModelName = "models/Combine_Soldier.mdl";
m_iModelType = TEAM_COMBINE;
char szReturnString[512];
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", szModelName );
engine->ClientCommand ( edict(), szReturnString );
}
g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
m_iModelType = FF_TEAM_ONE;
SetModel( szModelName );
SetupPlayerSoundsByModel( szModelName );
@ -623,8 +593,8 @@ bool CFF_SV_Player::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, co
Activity CFF_SV_Player::TranslateTeamActivity( Activity ActToTranslate )
{
if ( m_iModelType == TEAM_COMBINE )
return ActToTranslate;
//if ( m_iModelType == TEAM_COMBINE )
// return ActToTranslate;
if ( ActToTranslate == ACT_RUN )
return ACT_RUN_AIM_AGITATED;

View file

@ -362,14 +362,15 @@ void CFF_SH_Rules::Think( void )
}
// float flTimeLimit = mp_timelimit.GetFloat() * 60;
float flFragLimit = fraglimit.GetFloat();
if ( GetMapRemainingTime() < 0 )
{
GoToIntermission();
return;
}
// FF TODO: removed fraglimit checking by team crap
/*float flFragLimit = fraglimit.GetFloat();
if ( flFragLimit )
{
if( IsTeamplay() == true )
@ -397,7 +398,7 @@ void CFF_SH_Rules::Think( void )
}
}
}
}
}*/
if ( gpGlobals->curtime > m_tmNextPeriodicThink )
{
@ -835,7 +836,17 @@ void CFF_SH_Rules::ClientSettingsChanged( CBasePlayer *pPlayer )
return;
}
if (FFRules()->IsTeamplay() == false )
// FF TODO: HL2DM had some thing where it would change your team based on model , just removed
pFFPlayer->SetPlayerModel();
const char *pszCurrentModelName = modelinfo->GetModelName( pFFPlayer->GetModel() );
char szReturnString[128];
Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
ClientPrint( pFFPlayer, HUD_PRINTTALK, szReturnString );
/*
if ( FFRules()->IsTeamplay() == false )
{
pFFPlayer->SetPlayerModel();
@ -856,7 +867,7 @@ void CFF_SH_Rules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
pFFPlayer->ChangeTeam( TEAM_COMBINE );
}
}
}*/
}
if ( sv_report_client_settings.GetInt() == 1 )
{
@ -870,6 +881,7 @@ void CFF_SH_Rules::ClientSettingsChanged( CBasePlayer *pPlayer )
int CFF_SH_Rules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
// FF TODO: expose to lua?
#ifndef CLIENT_DLL
// half life multiplay has a simple concept of Player Relationships.
// you are either on another player's team, or you are not.
@ -887,6 +899,7 @@ int CFF_SH_Rules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget
const char *CFF_SH_Rules::GetGameDescription( void )
{
// FF TODO: expose to lua
if ( IsTeamplay() )
return "Team Deathmatch";
@ -1008,7 +1021,7 @@ CAmmoDef *GetAmmoDef()
int count = 1;
count = clamp( count, 1, 16 );
int iTeam = TEAM_COMBINE;
int iTeam = FF_TEAM_ONE; // FF hack: put in first team
// Look at -frozen.
bool bFrozen = false;
@ -1078,20 +1091,17 @@ void CFF_SH_Rules::RestartGame()
}
// Respawn entities (glass, doors, etc..)
CTeam *pRebels = GetGlobalTeam( TEAM_REBELS );
CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );
if ( pRebels )
for ( int idx = 0; idx < g_Teams.Count(); idx++ )
{
pRebels->SetScore( 0 );
}
if ( !g_Teams[idx] )
continue;
int iTeamNum = g_Teams[idx]->GetTeamNumber( );
if ( iTeamNum == FF_TEAM_UNASSIGNED || iTeamNum == FF_TEAM_SPECTATE )
continue;
if ( pCombine )
{
pCombine->SetScore( 0 );
g_Teams[idx]->SetScore( 0 );
}
m_flIntermissionEndTime = 0;
m_flRestartGameTime = 0.0;
m_bCompleteReset = false;

View file

@ -26,12 +26,6 @@
#define VEC_CROUCH_TRACE_MIN FFRules()->GetFFViewVectors()->m_vCrouchTraceMin
#define VEC_CROUCH_TRACE_MAX FFRules()->GetFFViewVectors()->m_vCrouchTraceMax
enum
{
TEAM_COMBINE = 2,
TEAM_REBELS,
};
#ifdef CLIENT_DLL
#define CFF_SH_Rules CFF_CL_Rules