mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 20:16:10 +08:00
Added most recent version of unmodified HL2 SDK for Episode 1 engine
This commit is contained in:
104
dlls/game.cpp
Normal file
104
dlls/game.cpp
Normal file
@ -0,0 +1,104 @@
|
||||
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//
|
||||
//=============================================================================//
|
||||
#include "cbase.h"
|
||||
#include "game.h"
|
||||
#include "physics.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
ConVar displaysoundlist( "displaysoundlist","0" );
|
||||
ConVar mapcyclefile( "mapcyclefile","mapcycle.txt" );
|
||||
ConVar servercfgfile( "servercfgfile","server.cfg" );
|
||||
ConVar lservercfgfile( "lservercfgfile","listenserver.cfg" );
|
||||
|
||||
// multiplayer server rules
|
||||
ConVar teamplay( "mp_teamplay","0", FCVAR_NOTIFY );
|
||||
ConVar fraglimit( "mp_fraglimit","0", FCVAR_NOTIFY );
|
||||
ConVar falldamage( "mp_falldamage","0", FCVAR_NOTIFY );
|
||||
ConVar weaponstay( "mp_weaponstay","0", FCVAR_NOTIFY );
|
||||
ConVar forcerespawn( "mp_forcerespawn","1", FCVAR_NOTIFY );
|
||||
ConVar footsteps( "mp_footsteps","1", FCVAR_NOTIFY );
|
||||
ConVar flashlight( "mp_flashlight","0", FCVAR_NOTIFY );
|
||||
ConVar aimcrosshair( "mp_autocrosshair","1", FCVAR_NOTIFY );
|
||||
ConVar decalfrequency( "decalfrequency","10", FCVAR_NOTIFY );
|
||||
ConVar teamlist( "mp_teamlist","hgrunt;scientist", FCVAR_NOTIFY );
|
||||
ConVar teamoverride( "mp_teamoverride","1" );
|
||||
ConVar defaultteam( "mp_defaultteam","0" );
|
||||
ConVar allowNPCs( "mp_allowNPCs","1", FCVAR_NOTIFY );
|
||||
|
||||
// Engine Cvars
|
||||
const ConVar *g_pDeveloper = NULL;
|
||||
|
||||
|
||||
ConVar suitvolume( "suitvolume", "0.25", FCVAR_ARCHIVE );
|
||||
|
||||
class CGameDLL_ConVarAccessor : public IConCommandBaseAccessor
|
||||
{
|
||||
public:
|
||||
virtual bool RegisterConCommandBase( ConCommandBase *pCommand )
|
||||
{
|
||||
// Mark for easy removal
|
||||
pCommand->AddFlags( FCVAR_GAMEDLL );
|
||||
|
||||
// Remember "unlinked" default value for replicated cvars
|
||||
bool replicated = pCommand->IsBitSet( FCVAR_REPLICATED );
|
||||
const char *defvalue = NULL;
|
||||
if ( replicated && !pCommand->IsCommand() )
|
||||
{
|
||||
defvalue = ( ( ConVar * )pCommand)->GetDefault();
|
||||
}
|
||||
|
||||
// Unlink from client .dll only list
|
||||
pCommand->SetNext( NULL );
|
||||
|
||||
// Link to engine's list instead
|
||||
cvar->RegisterConCommandBase( pCommand );
|
||||
|
||||
// Apply any command-line values.
|
||||
const char *pValue = cvar->GetCommandLineValue( pCommand->GetName() );
|
||||
if( pValue )
|
||||
{
|
||||
if ( !pCommand->IsCommand() )
|
||||
{
|
||||
( ( ConVar * )pCommand )->SetValue( pValue );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: If not overridden at the command line, then if it's a replicated cvar, make sure that it's
|
||||
// value is the server's value. This solves a problem where think_limit is defined in shared
|
||||
// code but the value is inside and #if defined( _DEBUG ) block and if you have a debug game .dll
|
||||
// and a release client, then the limiit was coming from the client even though the server value
|
||||
// was the one that was important during debugging. Now the server trumps the client value for
|
||||
// replicated ConVars by setting the value here after the ConVar has been linked.
|
||||
if ( replicated && defvalue && !pCommand->IsCommand() )
|
||||
{
|
||||
ConVar *var = ( ConVar * )pCommand;
|
||||
var->SetValue( defvalue );
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
static CGameDLL_ConVarAccessor g_ConVarAccessor;
|
||||
|
||||
// Register your console variables here
|
||||
// This gets called one time when the game is initialied
|
||||
void InitializeCvars( void )
|
||||
{
|
||||
// Register cvars here:
|
||||
|
||||
// Initialize the console variables.
|
||||
ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);
|
||||
|
||||
g_pDeveloper = cvar->FindVar( "developer" );
|
||||
}
|
||||
|
Reference in New Issue
Block a user