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