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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// teamplay_gamerules.h
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//
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#pragma once
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#if !defined(TEAMPLAY_GAMERULES_H)
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#define TEAMPLAY_GAMERULES_H
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#define MAX_TEAMNAME_LENGTH 16
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#define MAX_TEAMS 32
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#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
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class CHalfLifeTeamplay : public CHalfLifeMultiplay
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{
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public:
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CHalfLifeTeamplay();
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
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virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
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virtual BOOL IsTeamplay( void );
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virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
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virtual const char *GetTeamID( CBaseEntity *pEntity );
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virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
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virtual void InitHUD( CBasePlayer *pl );
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor );
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virtual const char *GetGameDescription( void ) { return "ZX Teamplay"; } // this is the game name that gets seen in the server browser
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virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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virtual void Think( void );
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virtual int GetTeamIndex( const char *pTeamName );
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virtual const char *GetIndexedTeamName( int teamIndex );
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virtual BOOL IsValidTeam( const char *pTeamName );
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const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
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virtual void ChangeTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib );
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private:
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void RecountTeams( bool bResendInfo = FALSE );
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const char *TeamWithFewestPlayers( void );
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BOOL m_DisableDeathMessages;
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BOOL m_DisableDeathPenalty;
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BOOL m_teamLimit; // This means the server set only some teams as valid
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char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
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};
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#endif // TEAMPLAY_GAMERULES_H
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