cl_dll/cdll_client_int.cpp
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#include "tier2/tier2.h"
#include "avi/iavi.h"
#include "hltvcamera.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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#include "tier2/tier2.h"
#include "avi/iavi.h"
#include "hltvcamera.h"
#include "ff_vieweffects.h"
#include "G15.h"
// BEG: Added by Mulchman for team menu at level start up
#include
// END: Added by Mulchman for team menu at level start up
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
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class CViewRender;
extern CViewRender g_DefaultViewRender;
extern void StopAllRumbleEffects( void );
static C_BaseEntityClassList *s_pClassLists = NULL;
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class CViewRender;
extern CViewRender g_DefaultViewRender;
extern ConVar sv_motd_enable;
extern void StopAllRumbleEffects( void );
static C_BaseEntityClassList *s_pClassLists = NULL;
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bool g_bLevelInitialized;
bool g_bTextMode = false;
//-----------------------------------------------------------------------------
// Purpose: interface for gameui to modify voice bans
//-----------------------------------------------------------------------------
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bool g_bLevelInitialized;
bool g_bTextMode = false;
// --> Mirv: For the hud hints loading/saving & effects control
extern void HudHintLoad(const char *pMapName);
extern void HudHintSave();
extern void ClearAllowedEffects();
// <-- Mirv
//-----------------------------------------------------------------------------
// Purpose: interface for gameui to modify voice bans
//-----------------------------------------------------------------------------
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if (!Initializer::InitializeAllObjects())
return false;
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
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if (!Initializer::InitializeAllObjects())
return false;
// --> Mirv: Default value for cl_updaterate up to 33
ConVar *cl_updaterate = cvar->FindVar("cl_updaterate");
ConVar *cl_cmdrate = cvar->FindVar("cl_cmdrate");
cl_updaterate->SetValue(66);
cl_cmdrate->SetValue(66);
// Turn off r_dynamic until our wrapper sets it
// ConVar *r_dynamic = cvar->FindVar("r_dynamic");
// r_dynamic->SetValue(0);
// <-- Mirv
// there are lots of dlight options now, so nevermind -- Jon
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
return false;
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view->Init();
vieweffects->Init();
C_BaseTempEntity::PrecacheTempEnts();
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view->Init();
vieweffects->Init();
ffvieweffects->Init(); // |-- Mirv
C_BaseTempEntity::PrecacheTempEnts();
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ClientWorldFactoryInit();
return true;
}
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ClientWorldFactoryInit();
G15::Initialize();
return true;
}
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//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
ClientWorldFactoryShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
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//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
G15::Shutdown();
ClientWorldFactoryShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
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// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
}
//-----------------------------------------------------------------------------
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// I don't think this is necessary any longer, but I will leave it until
// I can check into this further.
C_BaseTempEntity::CheckDynamicTempEnts();
G15::Update();
}
//-----------------------------------------------------------------------------
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input->LevelInit();
vieweffects->LevelInit();
// Tell mode manager that map is changing
modemanager->LevelInit( pMapName );
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input->LevelInit();
vieweffects->LevelInit();
ffvieweffects->LevelInit(); // |-- Mirv
// --> Mirv: Initialise hud hints & clear effect data
HudHintLoad(pMapName);
ClearAllowedEffects();
// <-- Mirv
// Tell mode manager that map is changing
modemanager->LevelInit( pMapName );
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IGameSystem::LevelInitPostEntityAllSystems();
C_PhysPropClientside::RecreateAll();
internalCenterPrint->Clear();
}
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IGameSystem::LevelInitPostEntityAllSystems();
C_PhysPropClientside::RecreateAll();
internalCenterPrint->Clear();
if (!engine->IsHLTV())
{
// BEG: Added by Mulchman for team menu
// Show the team menu selection every time we start a level
gViewPortInterface->ShowPanel( PANEL_TEAM, true );
}
// Show the class menu selection every time we start a level
//gViewPortInterface->ShowPanel( PANEL_CLASS, true );
if (!engine->IsHLTV() || (engine->IsHLTV() && !engine->IsPlayingDemo()))
{
if (sv_motd_enable.GetBool())
gViewPortInterface->ShowPanel( PANEL_INFO, true );
// Pop the info panel back up above the team change menu
// --> Mirv: Don't show this panel anymore
//IViewPortPanel *pPanel = gViewPortInterface->FindPanelByName( PANEL_INFO );
//if( pPanel )
// pPanel->ShowPanel( true );
// <-- Mirv
}
}
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gHUD.LevelShutdown();
internalCenterPrint->Clear();
#ifndef _XBOX
messagechars->Clear();
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gHUD.LevelShutdown();
// --> Mirv: Initialise hud hints
HudHintSave();
// <-- Mirv
//-- Added by L0ki --
// Hide these panels so the game doesnt crash on us
gViewPortInterface->ShowPanel( PANEL_INFO, false );
gViewPortInterface->ShowPanel( PANEL_TEAM, false );
gViewPortInterface->ShowPanel( PANEL_CLASS, false );
gViewPortInterface->ShowPanel( PANEL_MAP, false );
internalCenterPrint->Clear();
#ifndef _XBOX
messagechars->Clear();
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VPROF("RenderViewEx");
view->RenderViewEx( setup, nClearFlags, whatToDraw );
}
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VPROF("RenderViewEx");
view->RenderViewEx( setup, nClearFlags, whatToDraw );
}
// Wrapper CVAR for an archiveable r_dynamic
void FF_Dynamic_Callback(ConVar *var, char const *pOldString)
{
ConVar *c = cvar->FindVar("r_dynamic");
if (c)
c->SetValue(var->GetString());
}
ConVar r_dynamic_ff("r_dynamic_ff", "1", FCVAR_ARCHIVE, "", FF_Dynamic_Callback);