//++ BulliT #if !defined(AFX_AGGAMERULES_H__5F634943_35DD_4A80_922F_A0A82C815D99__INCLUDED_) #define AFX_AGGAMERULES_H__5F634943_35DD_4A80_922F_A0A82C815D99__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #include "cbase.h" #include "agscorecache.h" #include "agadmincache.h" #include "agglobal.h" #include "agsettings.h" #include "agtimer.h" #include "agmatch.h" #include "agscorelog.h" #include "agvote.h" #include "agclient.h" #include "agarena.h" #include "aglms.h" #include "agctf.h" #include "agdom.h" #include "aginfointermission.h" #include "agsuddendeath.h" #include "agtimeout.h" #include "aggamemode.h" #if AG_NO_CLIENT_DLL #include "aglocationcache.h" #endif class AgGameRules : public CGameRules { protected: AgString m_sHostname; typedef map > AgIPAddress; AgIPAddress m_mapIPAddress; public: AgGameRules(); virtual ~AgGameRules(); //Overidden virtual BOOL ClientCommand(CBasePlayer* pPlayer, const char *pcmd); virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ); virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ); virtual BOOL FPlayerCanRespawn(CBasePlayer* pPlayer); virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// should the player switch to this weapon? virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); virtual void ClientDisconnected( edict_t *pClient );// a client just disconnected from the server virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ); virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );// Called each time a player dies virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer); virtual void InitHUD( CBasePlayer *pl ); virtual void GoToIntermission(); virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ); virtual void RefreshSkillData( void ); virtual const char *GetGameDescription( void ) { return AgGamename().c_str(); } // this is the game name that gets seen in the server browser //New bool AgThink(); void Start(const AgString& sSpawn); void ChangeNextLevel(); void ResendScoreBoard(); void HLTV_ResendScoreBoard(); //AgString GetTeamWithFewestPlayers(); virtual BOOL IsAllowedToSpawn( const char* pszClass ); void SendMapListToClient(CBasePlayer* pPlayer, bool bStart); const char* GetIPAddress(edict_t *pEntity); bool m_bProxyConnected; //Helper classes AgScoreCache m_ScoreCache; AgSettings m_Settings; AgTimer m_Timer; AgMatch m_Match; AgScoreLog m_ScoreLog; AgVote m_Vote; AgClient m_Client; AgArena m_Arena; AgLMS m_LMS; AgCTF m_CTF; AgDOM m_DOM; AgInfoIntermission m_InfoInterMission; AgSuddenDeath m_SuddenDeath; AgTimeout m_Timeout; #if AG_NO_CLIENT_DLL AgLocationCache m_LocationCache; #endif }; #endif // !defined(AFX_AGGAMERULES_H__5F634943_35DD_4A80_922F_A0A82C815D99__INCLUDED_) //-- Martin Webrant