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 CDODGameMovement;
friend class CPortalGameMovement; friend class CPortalGameMovement;
// FF --> // FF -->
friend class C_FF_SH_GameMovement; friend class CFF_SH_GameMovement;
// FF <-- // FF <--
// Accessors for gamemovement // Accessors for gamemovement

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

View file

@ -11,8 +11,8 @@
// $NoKeywords: $ // $NoKeywords: $
//=============================================================================// //=============================================================================//
#ifndef FF_GAMERULES_H #ifndef FF_SH_GAMERULES_H
#define FF_GAMERULES_H #define FF_SH_GAMERULES_H
#pragma once #pragma once
#include "gamerules.h" #include "gamerules.h"
@ -34,14 +34,17 @@ enum
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
#define CFFRules C_FFRules #define CFF_SH_Rules CFF_CL_Rules
#define CFFGameRulesProxy C_FFGameRulesProxy #define CFF_SH_GameRulesProxy CFF_CL_GameRulesProxy
#else
#define CFF_SH_Rules CFF_SV_Rules
#define CFF_SH_GameRulesProxy CFF_SV_GameRulesProxy
#endif #endif
class CFFGameRulesProxy : public CGameRulesProxy class CFF_SH_GameRulesProxy : public CGameRulesProxy
{ {
public: public:
DECLARE_CLASS( CFFGameRulesProxy, CGameRulesProxy ); DECLARE_CLASS( CFF_SH_GameRulesProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS(); DECLARE_NETWORKCLASS();
}; };
@ -79,10 +82,10 @@ public:
Vector m_vCrouchTraceMax; Vector m_vCrouchTraceMax;
}; };
class CFFRules : public CTeamplayRules class CFF_SH_Rules : public CTeamplayRules
{ {
public: public:
DECLARE_CLASS( CFFRules, CTeamplayRules ); DECLARE_CLASS( CFF_SH_Rules, CTeamplayRules );
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
@ -93,8 +96,8 @@ public:
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars. DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
#endif #endif
CFFRules(); CFF_SH_Rules();
virtual ~CFFRules(); virtual ~CFF_SH_Rules();
virtual void Precache( void ); virtual void Precache( void );
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 ); virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
@ -164,9 +167,9 @@ private:
#endif #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 // includes
#include "cbase.h" #include "cbase.h"
#include "ff_scriptman_shared.h" #include "ff_sh_scriptman.h"
//#include "ff_entity_system.h" //#include "ff_entity_system.h"
//#include "ff_luacontext.h" //#include "ff_luacontext.h"
//#include "ff_lualib.h" //#include "ff_lualib.h"
@ -39,11 +39,11 @@ using namespace luabind;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// globals // globals
CFFScriptManager _scriptman; CFF_SH_ScriptManager _scriptman;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
CFFScriptManager::CFFScriptManager() CFF_SH_ScriptManager::CFF_SH_ScriptManager()
: L(NULL) : L(NULL)
, m_isLoading(false) , m_isLoading(false)
, m_scriptCRC(0) , m_scriptCRC(0)
@ -52,14 +52,14 @@ CFFScriptManager::CFFScriptManager()
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
CFFScriptManager::~CFFScriptManager() CFF_SH_ScriptManager::~CFF_SH_ScriptManager()
{ {
Shutdown(); Shutdown();
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::Shutdown() void CFF_SH_ScriptManager::Shutdown()
{ {
m_ScriptExists = false; m_ScriptExists = false;
@ -73,7 +73,7 @@ void CFFScriptManager::Shutdown()
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::Init() void CFF_SH_ScriptManager::Init()
{ {
// shutdown VM if already running // shutdown VM if already running
if(L) if(L)
@ -109,10 +109,10 @@ void CFFScriptManager::Init()
} }
#ifdef FF_DLL #ifdef FF_DLL
void CFFScriptManager::LevelInit(const char* szMapName) void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
{ {
const char* default_luafile = "maps/default.lua"; 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) if(!szMapName)
return; return;
@ -235,7 +235,7 @@ void CFFScriptManager::LevelInit(const char* szMapName)
#ifdef FF_DLL #ifdef FF_DLL
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::LevelShutdown() void CFF_SH_ScriptManager::LevelShutdown()
{ {
// shutdown the VM // shutdown the VM
if(L) if(L)
@ -248,7 +248,7 @@ void CFFScriptManager::LevelShutdown()
#endif #endif
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::OnScriptLoad(const char* szFileName, void CFF_SH_ScriptManager::OnScriptLoad(const char* szFileName,
const char* szFileContents) const char* szFileContents)
{ {
// ignore the message if we are not still in the "loading" phase // 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); CRC32_Init(&m_scriptCRC);
m_isLoading = true; m_isLoading = true;
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
void CFFScriptManager::EndScriptLoad() void CFF_SH_ScriptManager::EndScriptLoad()
{ {
CRC32_Final(&m_scriptCRC); CRC32_Final(&m_scriptCRC);
m_isLoading = false; 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 // don't allow scripters to sneak in scripts after the initial load
if(!_scriptman.m_isLoading) if(!_scriptman.m_isLoading)

View file

@ -1,8 +1,8 @@
// ff_scriptman.h // ff_sh_scriptman.h
#ifndef FF_SCRIPTMAN_H #ifndef FF_SH_SCRIPTMAN_H
#define FF_SCRIPTMAN_H #define FF_SH_SCRIPTMAN_H
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// includes // includes
@ -27,12 +27,12 @@ namespace luabind
class CFFLuaSC; class CFFLuaSC;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
class CFFScriptManager class CFF_SH_ScriptManager
{ {
public: public:
// 'structors // 'structors
CFFScriptManager(); CFF_SH_ScriptManager();
~CFFScriptManager(); ~CFF_SH_ScriptManager();
public: public:
// inserts the lua file into the script environment // inserts the lua file into the script environment
@ -107,7 +107,7 @@ private:
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// global externs // global externs
extern CFFScriptManager _scriptman; extern CFF_SH_ScriptManager _scriptman;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
#endif #endif

View file

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

View file

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