mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-24 06:34:45 +00:00
113 lines
4.1 KiB
C#
113 lines
4.1 KiB
C#
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
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// First, a client will always create a server in the event that they want to host a single player
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// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
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// in the networking short-circuited to sidestep around lag and packet transmission times.
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// initServer() is called, loading the default server scripts.
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// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
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// to prep a playable client session.
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// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
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// connected to it via createAndConnectToLocalServer().
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function FPSGameplay::create( %this )
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{
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//server scripts
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exec("./scripts/server/aiPlayer.cs");
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exec("./scripts/server/camera.cs");
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exec("./scripts/server/chat.cs");
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exec("./scripts/server/cheetah.cs");
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exec("./scripts/server/commands.cs");
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exec("./scripts/server/centerPrint.cs");
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exec("./scripts/server/deathMatchGame.cs");
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exec("./scripts/server/health.cs");
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exec("./scripts/server/inventory.cs");
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exec("./scripts/server/item.cs");
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exec("./scripts/server/player.cs");
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exec("./scripts/server/projectile.cs");
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exec("./scripts/server/proximityMine.cs");
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exec("./scripts/server/radiusDamage.cs");
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exec("./scripts/server/shapeBase.cs");
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exec("./scripts/server/spawn.cs");
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exec("./scripts/server/teleporter.cs");
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exec("./scripts/server/triggers.cs");
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exec("./scripts/server/turret.cs");
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exec("./scripts/server/vehicle.cs");
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exec("./scripts/server/vehicleWheeled.cs");
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exec("./scripts/server/VolumetricFog.cs");
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exec("./scripts/server/weapon.cs");
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exec("./scripts/server/physicsShape.cs");
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//add DBs
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if(isObject(DatablockFilesList))
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{
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for( %file = findFirstFile( "data/FPSGameplay/scripts/datablocks/*.cs.dso" );
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%file !$= "";
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%file = findNextFile( "data/FPSGameplay/scripts/datablocks/*.cs.dso" ))
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{
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// Only execute, if we don't have the source file.
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%csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
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if( !isFile( %csFileName ) )
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DatablockFilesList.add(%csFileName);
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}
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// Load all source material files.
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for( %file = findFirstFile( "data/FPSGameplay/scripts/datablocks/*.cs" );
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%file !$= "";
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%file = findNextFile( "data/FPSGameplay/scripts/datablocks/*.cs" ))
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{
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DatablockFilesList.add(%file);
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}
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}
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if(isObject(LevelFilesList))
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{
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for( %file = findFirstFile( "data/FPSGameplay/levels/*.mis" );
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%file !$= "";
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%file = findNextFile( "data/FPSGameplay/levels/*.mis" ))
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{
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LevelFilesList.add(%file);
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}
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}
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if (!$Server::Dedicated)
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{
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exec("data/FPSGameplay/scripts/client/gameProfiles.cs");
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//client scripts
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$KeybindPath = "data/FPSGameplay/scripts/client/default.keybinds.cs";
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exec($KeybindPath);
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%prefPath = getPrefpath();
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if(isFile(%prefPath @ "/keybinds.cs"))
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exec(%prefPath @ "/keybinds.cs");
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exec("data/FPSGameplay/scripts/client/inputCommands.cs");
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//guis
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exec("./scripts/gui/chatHud.gui");
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exec("./scripts/gui/playerList.gui");
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exec("./scripts/gui/playGui.gui");
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exec("./scripts/gui/hudlessGui.gui");
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exec("data/FPSGameplay/scripts/client/playGui.cs");
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exec("data/FPSGameplay/scripts/client/hudlessGui.cs");
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exec("data/FPSGameplay/scripts/client/message.cs");
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exec("data/FPSGameplay/scripts/client/chatHud.cs");
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exec("data/FPSGameplay/scripts/client/clientCommands.cs");
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exec("data/FPSGameplay/scripts/client/messageHud.cs");
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exec("data/FPSGameplay/scripts/client/playerList.cs");
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exec("data/FPSGameplay/scripts/client/centerPrint.cs");
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exec("data/FPSGameplay/scripts/client/recordings.cs");
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exec("data/FPSGameplay/scripts/client/screenshot.cs");
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}
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}
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function FPSGameplay::destroy( %this )
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{
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} |