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61 lines
2.5 KiB
61 lines
2.5 KiB
/*** |
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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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#ifndef 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 "'Team' Play"; } // 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 ChangePlayerTeam( 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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