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- // The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
- // First, a client will always create a server in the event that they want to host a single player
- // game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
- // in the networking short-circuited to sidestep around lag and packet transmission times.
- // initServer() is called, loading the default server scripts.
- // After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
- // to prep a playable client session.
- // When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
- // connected to it via createAndConnectToLocalServer().
- function FPSGameplay::create( %this )
- {
- //server scripts
- exec("./scripts/server/aiPlayer.cs");
- exec("./scripts/server/camera.cs");
- exec("./scripts/server/chat.cs");
- exec("./scripts/server/cheetah.cs");
- exec("./scripts/server/commands.cs");
- exec("./scripts/server/centerPrint.cs");
- exec("./scripts/server/deathMatchGame.cs");
- exec("./scripts/server/health.cs");
- exec("./scripts/server/inventory.cs");
- exec("./scripts/server/item.cs");
- exec("./scripts/server/player.cs");
- exec("./scripts/server/projectile.cs");
- exec("./scripts/server/proximityMine.cs");
- exec("./scripts/server/radiusDamage.cs");
- exec("./scripts/server/shapeBase.cs");
- exec("./scripts/server/spawn.cs");
- exec("./scripts/server/teleporter.cs");
- exec("./scripts/server/triggers.cs");
- exec("./scripts/server/turret.cs");
- exec("./scripts/server/vehicle.cs");
- exec("./scripts/server/vehicleWheeled.cs");
- exec("./scripts/server/VolumetricFog.cs");
- exec("./scripts/server/weapon.cs");
- exec("./scripts/server/physicsShape.cs");
-
- //add DBs
- if(isObject(DatablockFilesList))
- {
- for( %file = findFirstFile( "data/FPSGameplay/scripts/datablocks/*.cs.dso" );
- %file !$= "";
- %file = findNextFile( "data/FPSGameplay/scripts/datablocks/*.cs.dso" ))
- {
- // Only execute, if we don't have the source file.
- %csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
- if( !isFile( %csFileName ) )
- DatablockFilesList.add(%csFileName);
- }
-
- // Load all source material files.
- for( %file = findFirstFile( "data/FPSGameplay/scripts/datablocks/*.cs" );
- %file !$= "";
- %file = findNextFile( "data/FPSGameplay/scripts/datablocks/*.cs" ))
- {
- DatablockFilesList.add(%file);
- }
- }
-
- if(isObject(LevelFilesList))
- {
- for( %file = findFirstFile( "data/FPSGameplay/levels/*.mis" );
- %file !$= "";
- %file = findNextFile( "data/FPSGameplay/levels/*.mis" ))
- {
- LevelFilesList.add(%file);
- }
- }
-
- if (!$Server::Dedicated)
- {
- exec("data/FPSGameplay/scripts/client/gameProfiles.cs");
-
- //client scripts
- $KeybindPath = "data/FPSGameplay/scripts/client/default.keybinds.cs";
- exec($KeybindPath);
-
- %prefPath = getPrefpath();
- if(isFile(%prefPath @ "/keybinds.cs"))
- exec(%prefPath @ "/keybinds.cs");
-
- exec("data/FPSGameplay/scripts/client/inputCommands.cs");
-
- //guis
- exec("./scripts/gui/chatHud.gui");
- exec("./scripts/gui/playerList.gui");
- exec("./scripts/gui/playGui.gui");
- exec("./scripts/gui/hudlessGui.gui");
-
- exec("data/FPSGameplay/scripts/client/playGui.cs");
- exec("data/FPSGameplay/scripts/client/hudlessGui.cs");
-
- exec("data/FPSGameplay/scripts/client/message.cs");
- exec("data/FPSGameplay/scripts/client/chatHud.cs");
- exec("data/FPSGameplay/scripts/client/clientCommands.cs");
- exec("data/FPSGameplay/scripts/client/messageHud.cs");
- exec("data/FPSGameplay/scripts/client/playerList.cs");
- exec("data/FPSGameplay/scripts/client/centerPrint.cs");
- exec("data/FPSGameplay/scripts/client/recordings.cs");
-
- exec("data/FPSGameplay/scripts/client/screenshot.cs");
- }
- }
- function FPSGameplay::destroy( %this )
- {
-
- }
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