Client side
inti.cs
l loadMaterials() // Load any materials files for which we only have DSOs
l function reloadMaterials()
l function initClient()
- initBaseClient();
- configureCanvas(); // use prefs to configure canvas/window
- load up all kinds of GUIs
- exec("./default.bind.cs"); // Default player key bindings
- function loadMainMenu()
-if(%file !$= "")
{
createServer( "SinglePlayer", %file );
%conn = new GameConnection(ServerConnection);
RootGroup.add(ServerConnection);
%conn.setConnectArgs($pref::Player::Name);
%conn.setJoinPassword($Client::Password);
%conn.connectLocal();
} // Create server, file refers to level file.
l default.bind.cs
//key binding stuffs on player control object
eg.
-function getMouseAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
}
-function yaw(%val)
{
%yawAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}
- moveMap.bind( mouse, xaxis, yaw );
- function toggleFirstPerson(%val)
{
if (%val)
{
ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson());
}
}
function toggleCamera(%val)
{
if (%val)
commandToServer('ToggleCamera');
}
client.cs
l function SAD(%password)
l function SADSetPassword(%password)
l function clientCmdSyncClock(%time)
l function clientCmdSetNumericalHealthHUD(%curHealth)
l function clientCmdSetAmmoAmountHud(%amount)
l function clientCmdRefreshWeaponHUD(%amount, %preview, %ret)
l function clientCmdsetZoom(%reticle)
l function clientCmdUnSetZoom(%reticle)
missionDownload.cs
// Mission Loading & Mission Info
// The mission loading server handshaking is handled by the
// core/scripts/client/missingLoading.cs. This portion handles the interface
// with the game GUI.
// Loading Phases:
// Phase 1: Download Datablocks
// Phase 2: Download Ghost Objects
// Phase 3: Scene Lighting
l function onMissionDownloadPhase1(%missionName, %musicTrack)
l function onPhase1Progress(%progress)
l function onMissionDownloadPhase2()
l function onPhase2Progress(%progress)
l function onFileChunkReceived(%fileName, %ofs, %size)
l function onMissionDownloadPhase3()
l function onPhase3Progress(%progress)
l function onPhase3Complete()
l function onMissionDownloadComplete()
l function handleLoadInfoMessage( %msgType, %msgString, %mapName )
l function handleLoadDescriptionMessage( %msgType, %msgString, %line )
l function handleLoadInfoDoneMessage( %msgType, %msgString )
------------------------------------------------------------------------------
// Before downloading a mission, the server transmits the mission
// information through these messages.
//------------------------------------------------------------------------------
addMessageCallback( 'MsgLoadInfo', handleLoadInfoMessage );
addMessageCallback( 'MsgLoadDescripition', handleLoadDescriptionMessage );
addMessageCallback( 'MsgLoadInfoDone', handleLoadInfoDoneMessage );