Made everything comply with the naming scheme we're going with (subject to change?)

- All classes are named CFF_<CL/SV/SH>_ClassName
 - All files are named ff_<cl/sv/sh>_filename

Conflicts:
	mp/src/game/shared/ff/ff_sh_scriptman.h
This commit is contained in:
squeek 2013-10-28 05:58:36 +00:00
parent 03ec8eec87
commit 2c2d486a9d
25 changed files with 232 additions and 225 deletions

View file

@ -569,7 +569,7 @@ private:
friend class CDODGameMovement;
friend class CPortalGameMovement;
// FF -->
friend class C_FF_SH_GameMovement;
friend class CFF_SH_GameMovement;
// FF <--
// Accessors for gamemovement

View file

@ -10,7 +10,7 @@
#include "gamestringpool.h"
#ifdef HL2MP
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!

View file

@ -9,7 +9,7 @@
#include "c_hl2mp_player.h"
#include "view.h"
#include "takedamageinfo.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "in_buttons.h"
#include "iviewrender_beams.h" // flashlight beam
#include "r_efx.h"

View file

@ -13,7 +13,7 @@
#include "c_team.h"
#include "c_playerresource.h"
#include "c_hl2mp_player.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "ihudlcd.h"

View file

@ -12,7 +12,7 @@
#include "vgui_entitypanel.h"
#include "iclientmode.h"
#include "vgui/ILocalize.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

View file

@ -12,7 +12,7 @@
#include "vgui_entitypanel.h"
#include "iclientmode.h"
#include "vgui/ILocalize.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "c_team.h"
#include <vgui_controls/AnimationController.h>
// memdbgon must be the last include file in a .cpp file!!!

View file

@ -11,7 +11,7 @@
#include "c_team.h"
#include "c_playerresource.h"
#include "c_hl2mp_player.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include <KeyValues.h>

View file

@ -28,7 +28,7 @@
#include "func_break.h"
#ifdef HL2MP
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!

View file

@ -15,7 +15,7 @@
#include "cbase.h"
#include "hl2mp_player.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "entitylist.h"
@ -196,6 +196,6 @@ void GameStartFrame( void )
void InstallGameRules()
{
// vanilla deathmatch
CreateGameRulesObject( "CFFRules" );
CreateGameRulesObject( "CFF_SH_Rules" );
}

View file

@ -7,7 +7,7 @@
#include "cbase.h"
#include "gameinterface.h"
#include "mapentities.h"
#include "ff_gameinterface.h"
#include "ff_sv_gameinterface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

View file

@ -1,6 +1,6 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef FF_GAMEINTERFACE_H
#define FF_GAMEINTERFACE_H
#ifndef FF_SV_GAMEINTERFACE_H
#define FF_SV_GAMEINTERFACE_H
#ifdef _WIN32
#pragma once
#endif

View file

@ -13,7 +13,7 @@
#include "hl2mp_player_shared.h"
#include "predicted_viewmodel.h"
#include "in_buttons.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "KeyValues.h"
#include "team.h"
#include "weapon_hl2mpbase.h"

View file

@ -17,7 +17,7 @@ class CHL2MP_Player;
#include "simtimer.h"
#include "soundenvelope.h"
#include "hl2mp_player_shared.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "utldict.h"
//=============================================================================

View file

@ -15,7 +15,7 @@
#include "world.h"
#ifdef HL2MP
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!

View file

@ -1138,7 +1138,7 @@ protected:
friend class CDODGameMovement;
friend class CPortalGameMovement;
// FF -->
friend class C_FF_SH_GameMovement;
friend class CFF_SH_GameMovement;
// FF <--
// Accessors for gamemovement

View file

@ -34,9 +34,9 @@ $Project "Server (FF)"
// for FF Shared, see game\shared\ff\ff_shared.vpc
$Folder "FF"
{
$File "FF\ff_client.cpp"
$File "FF\ff_gameinterface.cpp"
$File "FF\ff_gameinterface.h"
$File "FF\ff_sv_client.cpp"
$File "FF\ff_sv_gameinterface.cpp"
$File "FF\ff_sv_gameinterface.h"
$Folder "Libraries"
{

View file

@ -33,7 +33,7 @@
#include "gameweaponmanager.h"
#ifdef HL2MP
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#endif
#endif

View file

@ -11,7 +11,7 @@ ConVar sv_sharkingfriction("sv_sharkingfriction", "1", FCVAR_REPLICATED);
#define SV_SHARKINGFRICTION sv_sharkingfriction.GetFloat()
// debug purposes
void C_FF_SH_GameMovement::PlayerMove( void )
void CFF_SH_GameMovement::PlayerMove( void )
{
static float flLastSurfaceFriction = -1.0f;
if (player->m_surfaceFriction != flLastSurfaceFriction)
@ -23,7 +23,7 @@ void C_FF_SH_GameMovement::PlayerMove( void )
BaseClass::PlayerMove();
}
void C_FF_SH_GameMovement::OnLand( float flFallVelocity )
void CFF_SH_GameMovement::OnLand( float flFallVelocity )
{
BaseClass::OnLand( flFallVelocity );
@ -58,7 +58,7 @@ void C_FF_SH_GameMovement::OnLand( float flFallVelocity )
*/
}
void C_FF_SH_GameMovement::PlayerRoughLandingEffects( float fvol )
void CFF_SH_GameMovement::PlayerRoughLandingEffects( float fvol )
{
if ( fvol > 0.0 )
{
@ -106,7 +106,7 @@ void C_FF_SH_GameMovement::PlayerRoughLandingEffects( float fvol )
}
}
void C_FF_SH_GameMovement::FinishUnDuck( void )
void CFF_SH_GameMovement::FinishUnDuck( void )
{
int i;
trace_t trace;
@ -189,7 +189,7 @@ void C_FF_SH_GameMovement::FinishUnDuck( void )
*/
}
void C_FF_SH_GameMovement::Duck( void )
void CFF_SH_GameMovement::Duck( void )
{
// FF TODO: Port these changes, this function was totally rewritten
/*
@ -507,7 +507,7 @@ void C_FF_SH_GameMovement::Duck( void )
}
// Expose our interface.
static C_FF_SH_GameMovement g_GameMovement;
static CFF_SH_GameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( C_FF_SH_GameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CFF_SH_GameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement );

View file

@ -8,12 +8,12 @@
class CBasePlayer;
class C_FF_SH_GameMovement : public CGameMovement
class CFF_SH_GameMovement : public CGameMovement
{
DECLARE_CLASS(C_FF_SH_GameMovement, CGameMovement);
DECLARE_CLASS(CFF_SH_GameMovement, CGameMovement);
public:
C_FF_SH_GameMovement() {};
CFF_SH_GameMovement() {};
protected:
/// Catches all landings

View file

@ -5,7 +5,7 @@
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#include "viewport_panel_names.h"
#include "gameeventdefs.h"
#include <KeyValues.h>
@ -30,7 +30,7 @@
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "team.h"
#include "voice_gamemgr.h"
#include "ff_gameinterface.h"
#include "ff_sv_gameinterface.h"
#include "hl2mp_cvars.h"
#ifdef DEBUG
@ -55,9 +55,9 @@ extern CBaseEntity *g_pLastRebelSpawn;
#endif
REGISTER_GAMERULES_CLASS( CFFRules );
REGISTER_GAMERULES_CLASS( CFF_SH_Rules );
BEGIN_NETWORK_TABLE_NOBASE( CFFRules, DT_FFRules )
BEGIN_NETWORK_TABLE_NOBASE( CFF_SH_Rules, DT_FFRules )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
@ -68,8 +68,12 @@ BEGIN_NETWORK_TABLE_NOBASE( CFFRules, DT_FFRules )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( ff_gamerules, CFFGameRulesProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( FFGameRulesProxy, DT_FFGameRulesProxy )
LINK_ENTITY_TO_CLASS( ff_gamerules, CFF_SH_GameRulesProxy );
#ifdef CLIENT_DLL
IMPLEMENT_CLIENTCLASS( CFF_CL_GameRulesProxy, DT_FFGameRulesProxy, CFF_SV_GameRulesProxy )
#else
IMPLEMENT_SERVERCLASS( CFF_SV_GameRulesProxy, DT_FFGameRulesProxy )
#endif
static FFViewVectors g_FFViewVectors(
Vector( 0, 0, 64 ), //VEC_VIEW (m_vView)
@ -138,23 +142,23 @@ static const char *s_PreserveEnts[] =
#ifdef CLIENT_DLL
void RecvProxy_FFRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CFFRules *pRules = FFRules();
CFF_SH_Rules *pRules = FFRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CFFGameRulesProxy, DT_FFGameRulesProxy )
BEGIN_RECV_TABLE( CFF_SH_GameRulesProxy, DT_FFGameRulesProxy )
RecvPropDataTable( "ff_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_FFRules ), RecvProxy_FFRules )
END_RECV_TABLE()
#else
void* SendProxy_FFRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CFFRules *pRules = FFRules();
CFF_SH_Rules *pRules = FFRules();
Assert( pRules );
return pRules;
}
BEGIN_SEND_TABLE( CFFGameRulesProxy, DT_FFGameRulesProxy )
BEGIN_SEND_TABLE( CFF_SH_GameRulesProxy, DT_FFGameRulesProxy )
SendPropDataTable( "ff_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_FFRules ), SendProxy_FFRules )
END_SEND_TABLE()
#endif
@ -183,7 +187,7 @@ char *sTeamNames[] =
"Rebels",
};
CFFRules::CFFRules()
CFF_SH_Rules::CFF_SH_Rules()
{
#ifndef CLIENT_DLL
// Create the team managers
@ -210,17 +214,17 @@ CFFRules::CFFRules()
#endif
}
const CViewVectors* CFFRules::GetViewVectors()const
const CViewVectors* CFF_SH_Rules::GetViewVectors()const
{
return &g_FFViewVectors;
}
const FFViewVectors* CFFRules::GetFFViewVectors()const
const FFViewVectors* CFF_SH_Rules::GetFFViewVectors()const
{
return &g_FFViewVectors;
}
CFFRules::~CFFRules( void )
CFF_SH_Rules::~CFF_SH_Rules( void )
{
#ifndef CLIENT_DLL
// Note, don't delete each team since they are in the gEntList and will
@ -229,7 +233,7 @@ CFFRules::~CFFRules( void )
#endif
}
void CFFRules::CreateStandardEntities( void )
void CFF_SH_Rules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
@ -252,7 +256,7 @@ void CFFRules::CreateStandardEntities( void )
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CFFRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
float CFF_SH_Rules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( weaponstay.GetInt() > 0 )
@ -271,7 +275,7 @@ float CFFRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
}
bool CFFRules::IsIntermission( void )
bool CFF_SH_Rules::IsIntermission( void )
{
#ifndef CLIENT_DLL
return m_flIntermissionEndTime > gpGlobals->curtime;
@ -280,7 +284,7 @@ bool CFFRules::IsIntermission( void )
return false;
}
void CFFRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
void CFF_SH_Rules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
#ifndef CLIENT_DLL
if ( IsIntermission() )
@ -290,7 +294,7 @@ void CFFRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
}
void CFFRules::Think( void )
void CFF_SH_Rules::Think( void )
{
#ifndef CLIENT_DLL
@ -376,7 +380,7 @@ void CFFRules::Think( void )
#endif
}
void CFFRules::GoToIntermission( void )
void CFF_SH_Rules::GoToIntermission( void )
{
#ifndef CLIENT_DLL
if ( g_fGameOver )
@ -400,7 +404,7 @@ void CFFRules::GoToIntermission( void )
}
bool CFFRules::CheckGameOver()
bool CFF_SH_Rules::CheckGameOver()
{
#ifndef CLIENT_DLL
if ( g_fGameOver ) // someone else quit the game already
@ -427,7 +431,7 @@ bool CFFRules::CheckGameOver()
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CFFRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
float CFF_SH_Rules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
@ -446,7 +450,7 @@ float CFFRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CFFRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
Vector CFF_SH_Rules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
CWeaponHL2MPBase *pHL2Weapon = dynamic_cast< CWeaponHL2MPBase*>( pWeapon );
@ -500,7 +504,7 @@ bool GetObjectsOriginalParameters( CBaseEntity *pObject, Vector &vOriginalOrigin
return false;
}
void CFFRules::ManageObjectRelocation( void )
void CFF_SH_Rules::ManageObjectRelocation( void )
{
int iTotal = m_hRespawnableItemsAndWeapons.Count();
@ -555,7 +559,7 @@ void CFFRules::ManageObjectRelocation( void )
//=========================================================
//AddLevelDesignerPlacedWeapon
//=========================================================
void CFFRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
void CFF_SH_Rules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
{
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) == -1 )
{
@ -566,7 +570,7 @@ void CFFRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
//=========================================================
//RemoveLevelDesignerPlacedWeapon
//=========================================================
void CFFRules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity )
void CFF_SH_Rules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity )
{
if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) != -1 )
{
@ -578,7 +582,7 @@ void CFFRules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity )
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CFFRules::VecItemRespawnSpot( CItem *pItem )
Vector CFF_SH_Rules::VecItemRespawnSpot( CItem *pItem )
{
return pItem->GetOriginalSpawnOrigin();
}
@ -586,7 +590,7 @@ Vector CFFRules::VecItemRespawnSpot( CItem *pItem )
//=========================================================
// What angles should this item use to respawn?
//=========================================================
QAngle CFFRules::VecItemRespawnAngles( CItem *pItem )
QAngle CFF_SH_Rules::VecItemRespawnAngles( CItem *pItem )
{
return pItem->GetOriginalSpawnAngles();
}
@ -594,7 +598,7 @@ QAngle CFFRules::VecItemRespawnAngles( CItem *pItem )
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CFFRules::FlItemRespawnTime( CItem *pItem )
float CFF_SH_Rules::FlItemRespawnTime( CItem *pItem )
{
return sv_hl2mp_item_respawn_time.GetFloat();
}
@ -604,7 +608,7 @@ float CFFRules::FlItemRespawnTime( CItem *pItem )
// CanHaveWeapon - returns false if the player is not allowed
// to pick up this weapon
//=========================================================
bool CFFRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem )
bool CFF_SH_Rules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem )
{
if ( weaponstay.GetInt() > 0 )
{
@ -621,7 +625,7 @@ bool CFFRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CFFRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
int CFF_SH_Rules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
{
#ifndef CLIENT_DLL
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) )
@ -636,7 +640,7 @@ int CFFRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
//-----------------------------------------------------------------------------
// Purpose: Player has just left the game
//-----------------------------------------------------------------------------
void CFFRules::ClientDisconnected( edict_t *pClient )
void CFF_SH_Rules::ClientDisconnected( edict_t *pClient )
{
#ifndef CLIENT_DLL
// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
@ -660,7 +664,7 @@ void CFFRules::ClientDisconnected( edict_t *pClient )
//=========================================================
// Deathnotice.
//=========================================================
void CFFRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
void CFF_SH_Rules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
#ifndef CLIENT_DLL
// Work out what killed the player, and send a message to all clients about it
@ -756,7 +760,7 @@ void CFFRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
}
void CFFRules::ClientSettingsChanged( CBasePlayer *pPlayer )
void CFF_SH_Rules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
#ifndef CLIENT_DLL
@ -819,7 +823,7 @@ void CFFRules::ClientSettingsChanged( CBasePlayer *pPlayer )
}
int CFFRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
int CFF_SH_Rules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
#ifndef CLIENT_DLL
// half life multiplay has a simple concept of Player Relationships.
@ -836,7 +840,7 @@ int CFFRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
return GR_NOTTEAMMATE;
}
const char *CFFRules::GetGameDescription( void )
const char *CFF_SH_Rules::GetGameDescription( void )
{
if ( IsTeamplay() )
return "Team Deathmatch";
@ -844,12 +848,12 @@ const char *CFFRules::GetGameDescription( void )
return "Deathmatch";
}
bool CFFRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
bool CFF_SH_Rules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
return true;
}
float CFFRules::GetMapRemainingTime()
float CFF_SH_Rules::GetMapRemainingTime()
{
// if timelimit is disabled, return 0
if ( mp_timelimit.GetInt() <= 0 )
@ -865,12 +869,12 @@ float CFFRules::GetMapRemainingTime()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFRules::Precache( void )
void CFF_SH_Rules::Precache( void )
{
CBaseEntity::PrecacheScriptSound( "AlyxEmp.Charge" );
}
bool CFFRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
bool CFF_SH_Rules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
if ( collisionGroup0 > collisionGroup1 )
{
@ -888,7 +892,7 @@ bool CFFRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
}
bool CFFRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
bool CFF_SH_Rules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
#ifndef CLIENT_DLL
if( BaseClass::ClientCommand( pEdict, args ) )
@ -976,7 +980,7 @@ CAmmoDef *GetAmmoDef()
#endif
bool CFFRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
bool CFF_SH_Rules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
{
if ( pPlayer->GetActiveWeapon() && pPlayer->IsNetClient() )
{
@ -995,7 +999,7 @@ CAmmoDef *GetAmmoDef()
#ifndef CLIENT_DLL
void CFFRules::RestartGame()
void CFF_SH_Rules::RestartGame()
{
// bounds check
if ( mp_timelimit.GetInt() < 0 )
@ -1059,7 +1063,7 @@ void CFFRules::RestartGame()
}
}
void CFFRules::CleanUpMap()
void CFF_SH_Rules::CleanUpMap()
{
// Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
@ -1156,7 +1160,7 @@ void CFFRules::CleanUpMap()
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
}
void CFFRules::CheckChatForReadySignal( CHL2MP_Player *pPlayer, const char *chatmsg )
void CFF_SH_Rules::CheckChatForReadySignal( CHL2MP_Player *pPlayer, const char *chatmsg )
{
if( m_bAwaitingReadyRestart && FStrEq( chatmsg, mp_ready_signal.GetString() ) )
{
@ -1167,7 +1171,7 @@ void CFFRules::CheckChatForReadySignal( CHL2MP_Player *pPlayer, const char *chat
}
}
void CFFRules::CheckRestartGame( void )
void CFF_SH_Rules::CheckRestartGame( void )
{
// Restart the game if specified by the server
int iRestartDelay = mp_restartgame.GetInt();
@ -1215,7 +1219,7 @@ void CFFRules::CheckRestartGame( void )
}
}
void CFFRules::CheckAllPlayersReady( void )
void CFF_SH_Rules::CheckAllPlayersReady( void )
{
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
@ -1232,7 +1236,7 @@ void CFFRules::CheckAllPlayersReady( void )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CFFRules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
const char *CFF_SH_Rules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
{
if ( !pPlayer ) // dedicated server output
{

View file

@ -11,8 +11,8 @@
// $NoKeywords: $
//=============================================================================//
#ifndef FF_GAMERULES_H
#define FF_GAMERULES_H
#ifndef FF_SH_GAMERULES_H
#define FF_SH_GAMERULES_H
#pragma once
#include "gamerules.h"
@ -34,14 +34,17 @@ enum
#ifdef CLIENT_DLL
#define CFFRules C_FFRules
#define CFFGameRulesProxy C_FFGameRulesProxy
#define CFF_SH_Rules CFF_CL_Rules
#define CFF_SH_GameRulesProxy CFF_CL_GameRulesProxy
#else
#define CFF_SH_Rules CFF_SV_Rules
#define CFF_SH_GameRulesProxy CFF_SV_GameRulesProxy
#endif
class CFFGameRulesProxy : public CGameRulesProxy
class CFF_SH_GameRulesProxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CFFGameRulesProxy, CGameRulesProxy );
DECLARE_CLASS( CFF_SH_GameRulesProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
};
@ -79,10 +82,10 @@ public:
Vector m_vCrouchTraceMax;
};
class CFFRules : public CTeamplayRules
class CFF_SH_Rules : public CTeamplayRules
{
public:
DECLARE_CLASS( CFFRules, CTeamplayRules );
DECLARE_CLASS( CFF_SH_Rules, CTeamplayRules );
#ifdef CLIENT_DLL
@ -93,8 +96,8 @@ public:
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
#endif
CFFRules();
virtual ~CFFRules();
CFF_SH_Rules();
virtual ~CFF_SH_Rules();
virtual void Precache( void );
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
@ -164,9 +167,9 @@ private:
#endif
};
inline CFFRules* FFRules()
inline CFF_SH_Rules* FFRules()
{
return static_cast<CFFRules*>(g_pGameRules);
return static_cast<CFF_SH_Rules*>(g_pGameRules);
}
#endif //HL2MP_GAMERULES_H
#endif //FF_SH_GAMERULES_H

View file

@ -2,7 +2,7 @@
/////////////////////////////////////////////////////////////////////////////
// includes
#include "cbase.h"
#include "ff_scriptman_shared.h"
#include "ff_sh_scriptman.h"
//#include "ff_entity_system.h"
//#include "ff_luacontext.h"
//#include "ff_lualib.h"
@ -39,11 +39,11 @@ using namespace luabind;
/////////////////////////////////////////////////////////////////////////////
// globals
CFFScriptManager _scriptman;
CFF_SH_ScriptManager _scriptman;
/////////////////////////////////////////////////////////////////////////////
CFFScriptManager::CFFScriptManager()
CFF_SH_ScriptManager::CFF_SH_ScriptManager()
: L(NULL)
, m_isLoading(false)
, m_scriptCRC(0)
@ -52,14 +52,14 @@ CFFScriptManager::CFFScriptManager()
}
/////////////////////////////////////////////////////////////////////////////
CFFScriptManager::~CFFScriptManager()
CFF_SH_ScriptManager::~CFF_SH_ScriptManager()
{
Shutdown();
}
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::Shutdown()
void CFF_SH_ScriptManager::Shutdown()
{
m_ScriptExists = false;
@ -73,7 +73,7 @@ void CFFScriptManager::Shutdown()
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::Init()
void CFF_SH_ScriptManager::Init()
{
// shutdown VM if already running
if(L)
@ -109,10 +109,10 @@ void CFFScriptManager::Init()
}
#ifdef FF_DLL
void CFFScriptManager::LevelInit(const char* szMapName)
void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
{
const char* default_luafile = "maps/default.lua";
//FF_TODO: VPROF_BUDGET("CFFScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
//FF_TODO: VPROF_BUDGET("CFF_SH_ScriptManager::LevelInit", VPROF_BUDGETGROUP_FF_LUA);
if(!szMapName)
return;
@ -235,7 +235,7 @@ void CFFScriptManager::LevelInit(const char* szMapName)
#ifdef FF_DLL
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::LevelShutdown()
void CFF_SH_ScriptManager::LevelShutdown()
{
// shutdown the VM
if(L)
@ -248,7 +248,7 @@ void CFFScriptManager::LevelShutdown()
#endif
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::OnScriptLoad(const char* szFileName,
void CFF_SH_ScriptManager::OnScriptLoad(const char* szFileName,
const char* szFileContents)
{
// ignore the message if we are not still in the "loading" phase
@ -262,14 +262,14 @@ void CFFScriptManager::OnScriptLoad(const char* szFileName,
}
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::BeginScriptLoad()
void CFF_SH_ScriptManager::BeginScriptLoad()
{
CRC32_Init(&m_scriptCRC);
m_isLoading = true;
}
/////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::EndScriptLoad()
void CFF_SH_ScriptManager::EndScriptLoad()
{
CRC32_Final(&m_scriptCRC);
m_isLoading = false;
@ -277,9 +277,9 @@ void CFFScriptManager::EndScriptLoad()
/////////////////////////////////////////////////////////////////////////////
bool CFFScriptManager::LoadFile( lua_State *L, const char *filename)
bool CFF_SH_ScriptManager::LoadFile( lua_State *L, const char *filename)
{
//FF_TODO: VPROF_BUDGET( "CFFScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
//FF_TODO: VPROF_BUDGET( "CFF_SH_ScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
// don't allow scripters to sneak in scripts after the initial load
if(!_scriptman.m_isLoading)

View file

@ -1,113 +1,113 @@
// ff_scriptman.h
#ifndef FF_SCRIPTMAN_H
#define FF_SCRIPTMAN_H
/////////////////////////////////////////////////////////////////////////////
// includes
#ifndef CHECKSUM_CRC_H
#include "checksum_crc.h"
#endif
#define PRECACHE_LUA_FILES 1
/////////////////////////////////////////////////////////////////////////////
// forward declarations
struct lua_State;
namespace luabind
{
namespace adl
{
class object;
}
}
class CFFLuaSC;
/////////////////////////////////////////////////////////////////////////////
class CFFScriptManager
{
public:
// 'structors
CFFScriptManager();
~CFFScriptManager();
public:
// inserts the lua file into the script environment
static bool LoadFile(lua_State*, const char* filePath);
public:
// loads the scripts for the level
void LevelInit(const char* szMapName);
// cleans up the scripts for the most recent level
void LevelShutdown();
private:
// initializes the script VM
void Init();
void Shutdown();
// surround code that loads scripts to capture crc checksum
// of the scripts that are loaded
void BeginScriptLoad();
void EndScriptLoad();
private:
// called when a script is loaded. internally computes the
// crc checksum of the file contents
void OnScriptLoad(const char* szFileName, const char* szFileContents);
public:
// sets a global variable in the script environment
static void SetVar( lua_State *L, const char *name, const char *value );
static void SetVar( lua_State *L, const char *name, int value );
static void SetVar( lua_State *L, const char *name, float value );
void SetVar(const char* name, const char* value);
void SetVar(const char* name, int value);
void SetVar(const char* name, float value);
// gets a global variable from the script environment
const char* GetString(const char* name);
int GetInt(const char* name);
float GetFloat(const char* name);
bool GetObject(CBaseEntity* pEntity, luabind::adl::object& outObject);
bool GetObject(const char* szTableName, luabind::adl::object& outObject);
bool GetFunction(CBaseEntity* pEntity,
const char* szFunctionName,
luabind::adl::object& outObject);
bool GetFunction(luabind::adl::object& tableObject,
const char* szFunctionName,
luabind::adl::object& outObject);
public:
int RunPredicates( CBaseEntity *pObject, CBaseEntity *pEntity, const char *szFunctionName = NULL);
bool RunPredicates_LUA( CBaseEntity *pObject, CFFLuaSC *pContext, const char *szFunctionName );
public:
// returns the lua interpreter
lua_State* GetLuaState() const { return L; }
bool ScriptExists( void ) const { return m_ScriptExists; }
// returns the crc checksum of the currently active script
CRC32_t GetScriptCRC() const { return m_scriptCRC; }
private:
// private data
lua_State* L; // lua VM
bool m_ScriptExists;
bool m_isLoading;
CRC32_t m_scriptCRC;
};
/////////////////////////////////////////////////////////////////////////////
// global externs
extern CFFScriptManager _scriptman;
/////////////////////////////////////////////////////////////////////////////
#endif
// ff_sh_scriptman.h
#ifndef FF_SH_SCRIPTMAN_H
#define FF_SH_SCRIPTMAN_H
/////////////////////////////////////////////////////////////////////////////
// includes
#ifndef CHECKSUM_CRC_H
#include "checksum_crc.h"
#endif
#define PRECACHE_LUA_FILES 1
/////////////////////////////////////////////////////////////////////////////
// forward declarations
struct lua_State;
namespace luabind
{
namespace adl
{
class object;
}
}
class CFFLuaSC;
/////////////////////////////////////////////////////////////////////////////
class CFF_SH_ScriptManager
{
public:
// 'structors
CFF_SH_ScriptManager();
~CFF_SH_ScriptManager();
public:
// inserts the lua file into the script environment
static bool LoadFile(lua_State*, const char* filePath);
public:
// loads the scripts for the level
void LevelInit(const char* szMapName);
// cleans up the scripts for the most recent level
void LevelShutdown();
private:
// initializes the script VM
void Init();
void Shutdown();
// surround code that loads scripts to capture crc checksum
// of the scripts that are loaded
void BeginScriptLoad();
void EndScriptLoad();
private:
// called when a script is loaded. internally computes the
// crc checksum of the file contents
void OnScriptLoad(const char* szFileName, const char* szFileContents);
public:
// sets a global variable in the script environment
static void SetVar( lua_State *L, const char *name, const char *value );
static void SetVar( lua_State *L, const char *name, int value );
static void SetVar( lua_State *L, const char *name, float value );
void SetVar(const char* name, const char* value);
void SetVar(const char* name, int value);
void SetVar(const char* name, float value);
// gets a global variable from the script environment
const char* GetString(const char* name);
int GetInt(const char* name);
float GetFloat(const char* name);
bool GetObject(CBaseEntity* pEntity, luabind::adl::object& outObject);
bool GetObject(const char* szTableName, luabind::adl::object& outObject);
bool GetFunction(CBaseEntity* pEntity,
const char* szFunctionName,
luabind::adl::object& outObject);
bool GetFunction(luabind::adl::object& tableObject,
const char* szFunctionName,
luabind::adl::object& outObject);
public:
int RunPredicates( CBaseEntity *pObject, CBaseEntity *pEntity, const char *szFunctionName = NULL);
bool RunPredicates_LUA( CBaseEntity *pObject, CFFLuaSC *pContext, const char *szFunctionName );
public:
// returns the lua interpreter
lua_State* GetLuaState() const { return L; }
bool ScriptExists( void ) const { return m_ScriptExists; }
// returns the crc checksum of the currently active script
CRC32_t GetScriptCRC() const { return m_scriptCRC; }
private:
// private data
lua_State* L; // lua VM
bool m_ScriptExists;
bool m_isLoading;
CRC32_t m_scriptCRC;
};
/////////////////////////////////////////////////////////////////////////////
// global externs
extern CFF_SH_ScriptManager _scriptman;
/////////////////////////////////////////////////////////////////////////////
#endif

View file

@ -5,12 +5,12 @@ $Project
{
$Folder "Source Files"
{
$Folder "FF Shared"
$Folder "FF"
{
$Folder "Lua"
{
$File "$SRCDIR\game\shared\ff\ff_scriptman_shared.cpp"
$File "$SRCDIR\game\shared\ff\ff_scriptman_shared.h"
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman.cpp"
$File "$SRCDIR\game\shared\ff\ff_sh_scriptman.h"
}
$Folder "Movement"
{
@ -18,8 +18,8 @@ $Project
$File "$SRCDIR\game\shared\ff\ff_sh_gamemovement.h"
}
$File "$SRCDIR\game\shared\ff\ff_gamerules_shared.cpp"
$File "$SRCDIR\game\shared\ff\ff_gamerules_shared.h"
$File "$SRCDIR\game\shared\ff\ff_sh_gamerules.cpp"
$File "$SRCDIR\game\shared\ff\ff_sh_gamerules.h"
}

View file

@ -9,7 +9,7 @@
#include "in_buttons.h"
#include "takedamageinfo.h"
#include "ammodef.h"
#include "ff_gamerules_shared.h"
#include "ff_sh_gamerules.h"
#ifdef CLIENT_DLL