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538 lines
17 KiB
538 lines
17 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The TF Game rules object
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CS_GAMERULES_H
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#define CS_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "teamplay_gamerules.h"
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#include "convar.h"
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#include "cs_shareddefs.h"
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#include "gamevars_shared.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#include "networkstringtable_clientdll.h"
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#else
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#include "cs_player.h"
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#include "funfactmgr_cs.h"
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#endif
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#include "cs_urlretrieveprices.h"
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//extern ConVar mp_dynamicpricing;
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#define CS_GAMERULES_BLACKMARKET_TABLE_NAME "BlackMarketTable"
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#define WINNER_NONE 0
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#define WINNER_DRAW 1
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#define WINNER_TER TEAM_TERRORIST
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#define WINNER_CT TEAM_CT
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Forward declaration so we can track bot suicides in the game rules.
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//=============================================================================
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class CCSBot;
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//=============================================================================
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// HPE_END
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//=============================================================================
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extern ConVar mp_startmoney;
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extern ConVar mp_tkpunish;
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extern ConVar mp_c4timer;
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extern ConVar mp_buytime;
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extern ConVar mp_freezetime;
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extern ConVar mp_playerid;
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#ifndef CLIENT_DLL
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extern ConVar mp_autoteambalance;
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#endif // !CLIENT_DLL
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#ifdef CLIENT_DLL
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#define CCSGameRules C_CSGameRules
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#define CCSGameRulesProxy C_CSGameRulesProxy
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#endif
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#ifndef CLIENT_DLL
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struct playerscore_t
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{
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int iPlayerIndex;
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int iScore;
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};
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#endif
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class CCSGameRulesProxy : public CGameRulesProxy
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{
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public:
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DECLARE_CLASS( CCSGameRulesProxy, CGameRulesProxy );
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DECLARE_NETWORKCLASS();
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};
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class CCSGameRules : public CTeamplayRules
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{
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public:
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DECLARE_CLASS( CCSGameRules, CTeamplayRules );
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// Stuff that is shared between client and server.
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bool IsFreezePeriod();
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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float GetMapRemainingTime(); // time till end of map, -1 if timelimit is disabled
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float GetMapElapsedTime(); // How much time has elapsed since the map started.
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float GetRoundRemainingTime(); // time till end of round
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float GetRoundStartTime(); // When this round started.
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float GetRoundElapsedTime(); // How much time has elapsed since the round started.
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float GetBuyTimeLength() const;
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int GetRoundLength() const { return m_iRoundTime; }
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int SelectDefaultTeam( bool ignoreBots = false );
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int GetHumanTeam(); // TEAM_UNASSIGNED if no restrictions
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bool IsVIPMap() const;
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bool IsBombDefuseMap() const;
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bool IsHostageRescueMap() const;
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bool IsIntermission() const;
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bool IsLogoMap() const;
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bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
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bool IsBuyTimeElapsed();
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virtual int DefaultFOV();
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// Get the view vectors for this mod.
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virtual const CViewVectors* GetViewVectors() const;
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void UploadGameStats( void );
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int GetStartMoney( void );
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virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer );
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private:
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float GetExplosionDamageAdjustment(Vector & vecSrc, Vector & vecEnd, CBaseEntity *pEntityToIgnore); // returns multiplier between 0.0 and 1.0 that is the percentage of any damage done from vecSrc to vecEnd that actually makes it.
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float GetAmountOfEntityVisible(Vector & src, CBaseEntity *player); // returns a value from 0 to 1 that is the percentage of player visible from src.
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CNetworkVar( bool, m_bFreezePeriod ); // TRUE at beginning of round, set to FALSE when the period expires
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CNetworkVar( int, m_iRoundTime ); // (From mp_roundtime) - How many seconds long this round is.
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CNetworkVar( float, m_fRoundStartTime ); // time round has started
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CNetworkVar( float, m_flGameStartTime );
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CNetworkVar( int, m_iHostagesRemaining );
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CNetworkVar( bool, m_bMapHasBombTarget );
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CNetworkVar( bool, m_bMapHasRescueZone );
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CNetworkVar( bool, m_bLogoMap ); // If there's an info_player_logo entity, then it's a logo map.
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CNetworkVar( bool, m_bBlackMarket );
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bool m_bDontUploadStats;
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public:
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bool IsBlackMarket( void ) { return m_bBlackMarket; }
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int GetNumHostagesRemaining( void ) { return m_iHostagesRemaining; }
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virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
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virtual const unsigned char *GetEncryptionKey( void ) { return (unsigned char *)"d7NSuLq2"; } // both the client and server need this key
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#ifdef CLIENT_DLL
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DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
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CCSGameRules();
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#else
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DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
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CCSGameRules();
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virtual ~CCSGameRules();
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void DumpTimers( void ) const; // debugging to help track down a stuck server (rare?)
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CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
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static void EndRound();
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virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
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virtual void Think();
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// Called at the end of GameFrame (i.e. after all game logic has run this frame)
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virtual void EndGameFrame( void );
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// Called when game rules are destroyed by CWorld
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virtual void LevelShutdown( void );
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virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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void ShowSpawnPoints();
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virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Set up anything for all players that changes based on new players spawning mid-game
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// Find and return fun fact data
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// [pfreese] Tracking of "pistol" round
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//=============================================================================
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virtual void SpawningLatePlayer(CCSPlayer* pLatePlayer);
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bool IsPistolRound();
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void HostageKilled() { m_hostageWasKilled = true; }
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void HostageInjured() { m_hostageWasInjured = true; }
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bool WasHostageKilled() { return m_hostageWasKilled; }
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bool WasHostageInjured() { return m_hostageWasInjured; }
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//=============================================================================
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// HPE_END
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//=============================================================================
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//=============================================================================
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// HPE_BEGIN:
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// [tj] So game rules can react to damage taken
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//=============================================================================
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void PlayerTookDamage(CCSPlayer* player, const CTakeDamageInfo &damageInfo);
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//=============================================================================
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// HPE_END
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//=============================================================================
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virtual bool PlayTextureSounds( void ) { return true; }
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// Let the game rules specify if fall death should fade screen to black
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virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return FALSE; }
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virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
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void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld );
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virtual void UpdateClientData( CBasePlayer *pl );
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// Death notices
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virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
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virtual void InitDefaultAIRelationships( void );
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virtual const char *GetGameDescription( void ) { return "Counter-Strike: Source"; } // this is the game name that gets seen in the server browser
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virtual const char *AIClassText(int classType);
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virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
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virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
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// Called before entities are created
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virtual void LevelInitPreEntity();
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// Called after the map has finished loading.
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virtual void LevelInitPostEntity();
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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virtual void ClientDisconnected( edict_t *pClient );
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// Recreate all the map entities from the map data (preserving their indices),
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// then remove everything else except the players.
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// Also get rid of all world decals.
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void CleanUpMap();
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void CheckFreezePeriodExpired();
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void CheckRoundTimeExpired();
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// check if the scenario has been won/lost
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// return true if the scenario is over, false if the scenario is still in progress
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bool CheckWinConditions( void );
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void TerminateRound( float tmDelay, int reason );
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//=============================================================================
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// HPE_BEGIN:
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// [tj] A place to check achievements that occur at the end of the round
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//=============================================================================
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void ProcessEndOfRoundAchievements(int iWinnerTeam, int iReason);
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//=============================================================================
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// HPE_END
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//=============================================================================
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void RestartRound( void );
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void BalanceTeams( void );
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void MoveHumansToHumanTeam( void );
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bool TeamFull( int team_id );
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bool TeamStacked( int newTeam_id, int curTeam_id );
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bool FPlayerCanRespawn( CBasePlayer *pPlayer );
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void UpdateTeamScores();
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void CheckMapConditions();
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void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int team);
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// Check various conditions to end the map.
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bool CheckGameOver();
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bool CheckMaxRounds();
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bool CheckWinLimit();
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bool CheckFragLimit();
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void CheckLevelInitialized();
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void CheckRestartRound();
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// Checks if it still needs players to start a round, or if it has enough players to start rounds.
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// Starts a round and returns true if there are enough players.
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bool NeededPlayersCheck( bool &bNeededPlayers );
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// Setup counts for m_iNumTerrorist, m_iNumCT, m_iNumSpawnableTerrorist, m_iNumSpawnableCT, etc.
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void InitializePlayerCounts(
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int &NumAliveTerrorist,
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int &NumAliveCT,
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int &NumDeadTerrorist,
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int &NumDeadCT
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);
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// Check to see if the round is over for the various game types. Terminates the round
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// and returns true if the round should end.
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bool PrisonRoundEndCheck();
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bool BombRoundEndCheck( bool bNeededPlayers );
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bool HostageRescueRoundEndCheck( bool bNeededPlayers );
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// Check to see if the teams exterminated each other. Ends the round and returns true if so.
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bool TeamExterminationCheck(
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int NumAliveTerrorist,
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int NumAliveCT,
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int NumDeadTerrorist,
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int NumDeadCT,
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bool bNeededPlayers
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);
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void ReadMultiplayCvars();
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void SwapAllPlayers();
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void BroadcastSound( const char *sound, int team = -1 );
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// VIP FUNCTIONS
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bool VIPRoundEndCheck( bool bNeededPlayers );
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void PickNextVIP();
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// BOMB MAP FUNCTIONS
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void GiveC4();
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bool IsThereABomber();
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bool IsThereABomb();
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// HOSTAGE MAP FUNCTIONS
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void HostageTouched();
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// Sets up g_pPlayerResource.
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virtual void CreateStandardEntities();
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virtual const char *GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer );
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virtual const char *GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer );
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virtual const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
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void ClientSettingsChanged( CBasePlayer *pPlayer );
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bool IsCareer( void ) const { return false; } // returns true if this is a CZ "career" game
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virtual bool FAllowNPCs( void );
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protected:
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virtual void GoToIntermission( void );
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public:
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bool IsFriendlyFireOn();
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virtual void SetAllowWeaponSwitch( bool allow );
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virtual bool GetAllowWeaponSwitch( void );
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// VARIABLES FOR ALL TYPES OF MAPS
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bool m_bLevelInitialized;
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int m_iRoundWinStatus; // 1 == CT's won last round, 2 == Terrorists did, 3 == Draw, no winner
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int m_iTotalRoundsPlayed;
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int m_iUnBalancedRounds; // keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2
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// GAME TIMES
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int m_iFreezeTime; // (From mp_freezetime) - How many seconds long the intro round (when players are frozen) is.
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float m_flRestartRoundTime; // the global time when the round is supposed to end, if this is not 0
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int m_iNumTerrorist; // The number of terrorists on the team (this is generated at the end of a round)
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int m_iNumCT; // The number of CTs on the team (this is generated at the end of a round)
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int m_iNumSpawnableTerrorist;
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int m_iNumSpawnableCT;
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bool m_bFirstConnected;
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bool m_bCompleteReset; // Set to TRUE to have the scores reset next time round restarts
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int m_iAccountTerrorist;
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int m_iAccountCT;
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short m_iNumCTWins;
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short m_iNumTerroristWins;
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int m_iNumConsecutiveCTLoses; //SupraFiend: the number of rounds the CTs have lost in a row.
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int m_iNumConsecutiveTerroristLoses;//SupraFiend: the number of rounds the Terrorists have lost in a row.
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int m_iSpawnPointCount_Terrorist; // Number of Terrorist spawn points
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int m_iSpawnPointCount_CT; // Number of CT spawn points
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bool m_bTCantBuy; // Who can and can't buy.
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bool m_bCTCantBuy;
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bool m_bMapHasBuyZone;
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int m_iLoserBonus; // SupraFiend: the amount of money the losing team gets. This scales up as they lose more rounds in a row
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float m_tmNextPeriodicThink;
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// HOSTAGE RESCUE VARIABLES
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int m_iHostagesRescued;
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int m_iHostagesTouched;
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float m_flNextHostageAnnouncement;
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//=============================================================================
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// HPE_BEGIN
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//=============================================================================
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// [tj] Accessor for weapons donation ability
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bool GetCanDonateWeapon() { return m_bCanDonateWeapons; }
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// [tj] flawless and lossless round related flags
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bool m_bNoTerroristsKilled;
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bool m_bNoCTsKilled;
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bool m_bNoTerroristsDamaged;
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bool m_bNoCTsDamaged;
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// [tj] Find out if dropped weapons count as donations
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bool m_bCanDonateWeapons;
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// [tj] Keep track of first kill
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CHandle<CCSPlayer> m_pFirstKill;
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float m_firstKillTime;
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// [menglish] Keep track of first blood
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CHandle<CCSPlayer> m_pFirstBlood;
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float m_firstBloodTime;
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// [dwenger] Rescue-related achievement values
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CHandle<CCSPlayer> m_pLastRescuer;
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int m_iNumRescuers;
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bool m_hostageWasInjured;
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bool m_hostageWasKilled;
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// [menglish] Fun Fact Manager
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CCSFunFactMgr *m_pFunFactManager;
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|
|
||
|
// [tj] To avoid rewriting the same piece of code, we can get all the information
|
||
|
// we want from one call that fills in an array of structures.
|
||
|
struct TeamPlayerCounts
|
||
|
{
|
||
|
int totalPlayers;
|
||
|
int totalAlivePlayers;
|
||
|
int totalDeadPlayers; //sum of killedPlayers + suicidedPlayers + unenteredPlayers
|
||
|
int killedPlayers;
|
||
|
int suicidedPlayers;
|
||
|
int unenteredPlayers;
|
||
|
};
|
||
|
|
||
|
void GetPlayerCounts(TeamPlayerCounts teamCounts[TEAM_MAXCOUNT]);
|
||
|
|
||
|
//=============================================================================
|
||
|
// HPE_END
|
||
|
//=============================================================================
|
||
|
|
||
|
|
||
|
// PRISON ESCAPE VARIABLES
|
||
|
int m_iHaveEscaped;
|
||
|
bool m_bMapHasEscapeZone;
|
||
|
int m_iNumEscapers;
|
||
|
int m_iNumEscapeRounds; // keeps track of the # of consecutive rounds of escape played.. Teams will be swapped after 8 rounds
|
||
|
|
||
|
|
||
|
// VIP VARIABLES
|
||
|
int m_iMapHasVIPSafetyZone; // 0 = uninitialized; 1 = has VIP safety zone; 2 = DOES not have VIP safetyzone
|
||
|
CHandle<CCSPlayer> m_pVIP;
|
||
|
int m_iConsecutiveVIP;
|
||
|
|
||
|
|
||
|
// BOMB MAP VARIABLES
|
||
|
bool m_bTargetBombed; // whether or not the bomb has been bombed
|
||
|
bool m_bBombDefused; // whether or not the bomb has been defused
|
||
|
bool m_bMapHasBombZone;
|
||
|
bool m_bBombDropped;
|
||
|
bool m_bBombPlanted;
|
||
|
EHANDLE m_pLastBombGuy;
|
||
|
|
||
|
private:
|
||
|
|
||
|
// Don't allow switching weapons while gaining new technologies
|
||
|
bool m_bAllowWeaponSwitch;
|
||
|
|
||
|
public:
|
||
|
|
||
|
|
||
|
|
||
|
void AddPricesToTable( weeklyprice_t prices );
|
||
|
virtual void CreateCustomNetworkStringTables( void );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
public:
|
||
|
virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
|
||
|
#endif
|
||
|
|
||
|
public:
|
||
|
const weeklyprice_t *GetBlackMarketPriceList( void );
|
||
|
|
||
|
int GetBlackMarketPriceForWeapon( int iWeaponID );
|
||
|
int GetBlackMarketPreviousPriceForWeapon( int iWeaponID );
|
||
|
|
||
|
void SetBlackMarketPrices( bool bSetDefaults );
|
||
|
|
||
|
// Black market
|
||
|
INetworkStringTable *m_StringTableBlackMarket;
|
||
|
const weeklyprice_t *m_pPrices;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets us at the team fortress game rules
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
inline CCSGameRules* CSGameRules()
|
||
|
{
|
||
|
return static_cast<CCSGameRules*>(g_pGameRules);
|
||
|
}
|
||
|
|
||
|
#define IGNORE_SPECTATORS true
|
||
|
int UTIL_HumansInGame( bool ignoreSpectators = false );
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Useful utility functions
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
#else
|
||
|
|
||
|
class CTFTeam;
|
||
|
CTFTeam *GetOpposingTeam( CTeam *pTeam );
|
||
|
bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#endif // TF_GAMERULES_H
|