User:Dutchmega/code: Difference between revisions
(→Is player AFK?: Updated code) |
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} | } | ||
</pre> | </pre> | ||
== UTIL_LoadTexture == | == UTIL_LoadTexture == | ||
Here's a very handy function from the [[Plan_of_Attack|Plan Of Attack]] source. | Here's a very handy function from the [[Plan_of_Attack|Plan Of Attack]] source. | ||
| Line 86: | Line 85: | ||
Just don't forget to change the define everytime you release a new version | Just don't forget to change the define everytime you release a new version | ||
{{Note|add #include "version.h" to cdll_client_int.cpp and gameinterface.cpp.}} | |||
== Improved lagcompensation code == | == Improved lagcompensation code == | ||
| Line 132: | Line 132: | ||
return substr( dst, src, pos, (int)strlen( src ) ); | return substr( dst, src, pos, (int)strlen( src ) ); | ||
}</pre> | }</pre> | ||
== UTIL_ModelToName == | |||
<pre>const char* UTIL_ModelToName(const char * modelName) { | |||
if ( Q_stristr(modelName, "combine_soldier") ) { | |||
return "Combine Soldier"; | |||
} | |||
else if ( Q_stristr(modelName, "combine_super_soldier") ) { | |||
return "Combine Elite"; | |||
} | |||
else if ( Q_stristr(modelName, "strider") ) { | |||
return "Strider"; | |||
} | |||
else if ( Q_stristr(modelName, "antlion_guard") ) { | |||
return "Antlionguard"; | |||
} | |||
else if ( Q_stristr(modelName, "antlion") ) { | |||
return "Antlion"; | |||
} | |||
else if ( Q_stristr(modelName, "headcrabblack") ) { | |||
return "Poison Headcrab"; | |||
} | |||
else if ( Q_stristr(modelName, "headcrabclassic") ) { | |||
return "Headcrab"; | |||
} | |||
else if ( Q_stristr(modelName, "headcrab") ) { | |||
return "Fast Headcrab"; | |||
} | |||
else if ( Q_stristr(modelName, "zombie/poison") ) { | |||
return "Poison Zombie"; | |||
} | |||
else if ( Q_stristr(modelName, "zombie/fast") ) { | |||
return "Fast Zombie"; | |||
} | |||
else if ( Q_stristr(modelName, "zombie_soldier") ) { | |||
return "Zombine"; | |||
} | |||
else if ( Q_stristr(modelName, "zombie") ) { | |||
return "Zombie"; | |||
} | |||
else if ( Q_stristr(modelName, "Group01") ) { | |||
if( Q_stristr(modelName, "female") ) | |||
return "Citizen Female"; | |||
else if( Q_stristr(modelName, "male") ) | |||
return "Citizen Male"; | |||
return "Citizen"; | |||
} | |||
else if ( Q_stristr(modelName, "Group02") ) { | |||
if( Q_stristr(modelName, "female") ) | |||
return "Refugee Female"; | |||
else if( Q_stristr(modelName, "male") ) | |||
return "Refugee Male"; | |||
return "Refugee"; | |||
} | |||
else if ( Q_stristr(modelName, "Group03m") ) { | |||
if( Q_stristr(modelName, "female") ) | |||
return "Rebel Female (Medic)"; | |||
else if( Q_stristr(modelName, "male") ) | |||
return "Rebel Male (Medic)"; | |||
return "Rebel (Medic)"; | |||
} | |||
else if ( Q_stristr(modelName, "Group03") ) { | |||
if( Q_stristr(modelName, "female") ) | |||
return "Rebel Female"; | |||
else if( Q_stristr(modelName, "male") ) | |||
return "Rebel Male"; | |||
return "Rebel"; | |||
} | |||
else if ( Q_stristr(modelName, "barnacle") ) { | |||
return "Barnacle"; | |||
} | |||
else if ( Q_stristr(modelName, "icthyosaur") ) { | |||
return "Icthyosaur"; | |||
} | |||
else if ( Q_stristr(modelName, "manhack") ) { | |||
return "Combine Manhack"; | |||
} | |||
else if ( Q_stristr(modelName, "roller") ) { | |||
return "Combine Rollermine"; | |||
} | |||
else if ( Q_stristr(modelName, "police") ) { | |||
return "Combine Metrocop"; | |||
} | |||
else if ( Q_stristr(modelName, "turret") ) { | |||
return "Combine Turret"; | |||
} | |||
else if ( Q_stristr(modelName, "vortigaunt") ) { | |||
return "Vortigaunt"; | |||
} | |||
else if ( Q_stristr(modelName, "scanner") ) { | |||
return "Combine Scanner"; | |||
} | |||
else if ( Q_stristr(modelName, "dropship") && !Q_stristr(modelName, "destroyed") ) { | |||
return "Combine Dropship"; | |||
} | |||
else if ( Q_stristr(modelName, "gunship") && !Q_stristr(modelName, "destroyed") ) { | |||
return "Combine Gunship"; | |||
} | |||
else if ( Q_stristr(modelName, "helicopter") && !Q_stristr(modelName, "destroyed") ) { | |||
return "Combine Helicopter"; | |||
} | |||
else if ( Q_stristr(modelName, "combine_mine01") ) { | |||
return "Combine Hopper"; | |||
} | |||
else if ( Q_stristr(modelName, "helicopter") ) { | |||
return "Combine Helicopter"; | |||
} | |||
else if( Q_stristr(modelName, "alyx") && !Q_stristr(modelName, "gun") ) | |||
{ | |||
return "Alyx"; | |||
} | |||
else if( Q_stristr(modelName, "breen.mdl") && !Q_stristr(modelName, "monitor") ) | |||
{ | |||
return "Breen"; | |||
} | |||
else if( Q_stristr(modelName, "barney") && !Q_stristr(modelName, "helmet") ) | |||
{ | |||
return "Barney"; | |||
} | |||
else if( Q_stristr(modelName, "kleiner") ) | |||
{ | |||
return "Kleiner"; | |||
} | |||
else if( Q_stristr(modelName, "gman") ) | |||
{ | |||
return "G-Man"; | |||
} | |||
else if( Q_stristr(modelName, "eli") && !Q_stristr(modelName, "_") ) // well, must be after hELIcopter :D | |||
{ | |||
return "Eli"; | |||
} | |||
else if ( Q_stristr(modelName, "dog.mdl") ) { | |||
return "Dog"; | |||
} | |||
// APC as last, because it's only 3 letters | |||
else if ( Q_stristr(modelName, "apc") && !Q_stristr(modelName, "destroyed") ) { | |||
return "Combine APC"; | |||
} | |||
return NULL; | |||
}</pre> | |||
== Is player AFK? == | |||
With this little code you can see which players are AFK. Nice for in the scoreboard. | |||
Add to <code>multiplay_gamerules.cpp</code>: | |||
<pre>ConVar mp_afktime( "mp_afktime", | |||
"20", | |||
FCVAR_NOTIFY|FCVAR_REPLICATED, | |||
"delay before setting unactive player as AFK" );</pre> | |||
Open <code>player.cpp</code> and add after the includes: | |||
<pre>extern ConVar mp_afktime;</pre> | |||
Add to <code>CBasePlayer::CBasePlayer</code>: | |||
<pre>m_fLastActive = 0.0f; | |||
m_bAFK = false;</pre> | |||
And add to the top of the function <code>CBasePlayer::PostThink</code>: | |||
<pre> | |||
if( m_nButtons == 0 ) | |||
{ | |||
int diff1 = gpGlobals->curtime - m_fLastActive; | |||
int diff2 = gpGlobals->curtime - m_fLastPlayerTalkTime; | |||
if( diff1 > mp_afktime.GetInt() && diff2 > mp_afktime.GetInt() ) | |||
m_bAFK = true; | |||
} | |||
else | |||
{ | |||
m_fLastActive = gpGlobals->curtime; | |||
m_bAFK = false; | |||
} | |||
</pre> | |||
Also add to <code>player.h</code>: | |||
<pre> | |||
float m_fLastActive; | |||
bool m_bAFK; | |||
bool IsAFK() { return m_bAFK; }</pre> | |||
Latest revision as of 05:50, 7 October 2006
I've got more of this stuff. Where should I put them all? Just here or... somewhere else... (Ha! you didn't expect the last 2 words, did you?)
Making the antlion burn!
Add the following under protected in npc_antlion.h
virtual bool AllowedToIgnite( void ) { return true; }
Well, now the damh thing burns but it doesn't visually respond to it. You can use the drown-animation: Add the following piece of code to the top of the function GatherConditions():
if( IsOnFire() )
{
SetCondition( COND_ANTLION_IN_WATER );
}
UTIL_LoadTexture
Here's a very handy function from the Plan Of Attack source.
#ifdef CLIENT_DLL
int UTIL_LoadTexture(const char *szFile)
{
char szStr[256];
// try to pull it
int iID = vgui::surface()->DrawGetTextureId(szFile);
// did we get it?
if(iID >= 0)
return iID;
// does the file exist?
Q_snprintf(szStr, sizeof(szStr), "materials/%s.vmt", szFile);
if(!vgui::filesystem()->FileExists(szStr))
{
DevMsg("UTIL_LoadTexture: texture %s does not exist!\n", szFile);
return -1;
}
// create the new texture
iID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile(iID, szFile, true, false);
return iID;
}
#endif
Disallow players connecting to a server with a different version
Add the file version.h to your game_shared and add it to both projects. Content:
#define VERSION "0.01"
Then add to cdll_client_int.cpp:
void cl_versionCallback_f( ConVar *var, char const *pOldString )
{
if( Q_stricmp( var->GetString(), var->GetDefault() ) ) var->Revert();
}
static ConVar cl_version ( "cl_version", VERSION, FCVAR_USERINFO|FCVAR_CLIENTDLL, "The version of this mod",
cl_versionCallback_f );
Then open GameInterface.cpp and find the function ClientConnect()
Replace the contents of that function with this:
// DM: Get the version of the client and compare it with the server's version
const char* version = engine->GetClientConVarValue( engine->IndexOfEdict( pEdict ), "cl_version" );
if (stricmp(VERSION, version) == 0)
{
return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
// Aka true
}
else
{
char string [256];
Q_snprintf( string, sizeof(string), "The server runs a different version (%s)", VERSION);
Q_strcpy( reject, string );
maxrejectlen = strlen(string);
return false;
}
Just don't forget to change the define everytime you release a new version
Improved lagcompensation code
Open dlls/player_lagcompensation.cpp and replace, around line 369
// lost track, too much difference return;
with
// DM: Some small improvements for lagcompensation // From Plan of Attack-source // did we found a context smaller then target time ? if ( record->m_flSimulationTime <= flTargetTime ) break; // hurra, stop // store this position for the next time through the loop prevOrg = record->m_vecOrigin; // go one step back curr = track->Next( curr );
Also take a look at the code from Sticky Player Collisions
PHP's substr
By Vaber:
char * substr( char * dst, const char * src, signed int from, signed int to)
{
if( (int)strlen( src ) < from )
{
strcpy( dst, src );
return dst;
}
int ifrom = (from >= 0) ? from : ((int)strlen(src) + from);
int ito = (to >= 0) ? to : ((int)strlen(src) + to) - ifrom;
int i = ifrom;
int j = 0;
for( ; i < ito + ifrom; i++, j++)
{
dst[ j ] = src[ i ];
}
dst[ j ] = 0;
return dst;
}
char * substr( char * dst, const char * src, signed int pos )
{
return substr( dst, src, pos, (int)strlen( src ) );
}
UTIL_ModelToName
const char* UTIL_ModelToName(const char * modelName) {
if ( Q_stristr(modelName, "combine_soldier") ) {
return "Combine Soldier";
}
else if ( Q_stristr(modelName, "combine_super_soldier") ) {
return "Combine Elite";
}
else if ( Q_stristr(modelName, "strider") ) {
return "Strider";
}
else if ( Q_stristr(modelName, "antlion_guard") ) {
return "Antlionguard";
}
else if ( Q_stristr(modelName, "antlion") ) {
return "Antlion";
}
else if ( Q_stristr(modelName, "headcrabblack") ) {
return "Poison Headcrab";
}
else if ( Q_stristr(modelName, "headcrabclassic") ) {
return "Headcrab";
}
else if ( Q_stristr(modelName, "headcrab") ) {
return "Fast Headcrab";
}
else if ( Q_stristr(modelName, "zombie/poison") ) {
return "Poison Zombie";
}
else if ( Q_stristr(modelName, "zombie/fast") ) {
return "Fast Zombie";
}
else if ( Q_stristr(modelName, "zombie_soldier") ) {
return "Zombine";
}
else if ( Q_stristr(modelName, "zombie") ) {
return "Zombie";
}
else if ( Q_stristr(modelName, "Group01") ) {
if( Q_stristr(modelName, "female") )
return "Citizen Female";
else if( Q_stristr(modelName, "male") )
return "Citizen Male";
return "Citizen";
}
else if ( Q_stristr(modelName, "Group02") ) {
if( Q_stristr(modelName, "female") )
return "Refugee Female";
else if( Q_stristr(modelName, "male") )
return "Refugee Male";
return "Refugee";
}
else if ( Q_stristr(modelName, "Group03m") ) {
if( Q_stristr(modelName, "female") )
return "Rebel Female (Medic)";
else if( Q_stristr(modelName, "male") )
return "Rebel Male (Medic)";
return "Rebel (Medic)";
}
else if ( Q_stristr(modelName, "Group03") ) {
if( Q_stristr(modelName, "female") )
return "Rebel Female";
else if( Q_stristr(modelName, "male") )
return "Rebel Male";
return "Rebel";
}
else if ( Q_stristr(modelName, "barnacle") ) {
return "Barnacle";
}
else if ( Q_stristr(modelName, "icthyosaur") ) {
return "Icthyosaur";
}
else if ( Q_stristr(modelName, "manhack") ) {
return "Combine Manhack";
}
else if ( Q_stristr(modelName, "roller") ) {
return "Combine Rollermine";
}
else if ( Q_stristr(modelName, "police") ) {
return "Combine Metrocop";
}
else if ( Q_stristr(modelName, "turret") ) {
return "Combine Turret";
}
else if ( Q_stristr(modelName, "vortigaunt") ) {
return "Vortigaunt";
}
else if ( Q_stristr(modelName, "scanner") ) {
return "Combine Scanner";
}
else if ( Q_stristr(modelName, "dropship") && !Q_stristr(modelName, "destroyed") ) {
return "Combine Dropship";
}
else if ( Q_stristr(modelName, "gunship") && !Q_stristr(modelName, "destroyed") ) {
return "Combine Gunship";
}
else if ( Q_stristr(modelName, "helicopter") && !Q_stristr(modelName, "destroyed") ) {
return "Combine Helicopter";
}
else if ( Q_stristr(modelName, "combine_mine01") ) {
return "Combine Hopper";
}
else if ( Q_stristr(modelName, "helicopter") ) {
return "Combine Helicopter";
}
else if( Q_stristr(modelName, "alyx") && !Q_stristr(modelName, "gun") )
{
return "Alyx";
}
else if( Q_stristr(modelName, "breen.mdl") && !Q_stristr(modelName, "monitor") )
{
return "Breen";
}
else if( Q_stristr(modelName, "barney") && !Q_stristr(modelName, "helmet") )
{
return "Barney";
}
else if( Q_stristr(modelName, "kleiner") )
{
return "Kleiner";
}
else if( Q_stristr(modelName, "gman") )
{
return "G-Man";
}
else if( Q_stristr(modelName, "eli") && !Q_stristr(modelName, "_") ) // well, must be after hELIcopter :D
{
return "Eli";
}
else if ( Q_stristr(modelName, "dog.mdl") ) {
return "Dog";
}
// APC as last, because it's only 3 letters
else if ( Q_stristr(modelName, "apc") && !Q_stristr(modelName, "destroyed") ) {
return "Combine APC";
}
return NULL;
}
Is player AFK?
With this little code you can see which players are AFK. Nice for in the scoreboard.
Add to multiplay_gamerules.cpp:
ConVar mp_afktime( "mp_afktime", "20", FCVAR_NOTIFY|FCVAR_REPLICATED, "delay before setting unactive player as AFK" );
Open player.cpp and add after the includes:
extern ConVar mp_afktime;
Add to CBasePlayer::CBasePlayer:
m_fLastActive = 0.0f; m_bAFK = false;
And add to the top of the function CBasePlayer::PostThink:
if( m_nButtons == 0 )
{
int diff1 = gpGlobals->curtime - m_fLastActive;
int diff2 = gpGlobals->curtime - m_fLastPlayerTalkTime;
if( diff1 > mp_afktime.GetInt() && diff2 > mp_afktime.GetInt() )
m_bAFK = true;
}
else
{
m_fLastActive = gpGlobals->curtime;
m_bAFK = false;
}
Also add to player.h:
float m_fLastActive;
bool m_bAFK;
bool IsAFK() { return m_bAFK; }