You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
133 lines
4.6 KiB
133 lines
4.6 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef SINGLEPLAY_GAMERULES_H
|
||
|
#define SINGLEPLAY_GAMERULES_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "gamerules.h"
|
||
|
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
#define CSingleplayRules C_SingleplayRules
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// CSingleplayRules - rules for the single player Half-Life
|
||
|
// game.
|
||
|
//=========================================================
|
||
|
class CSingleplayRules : public CGameRules
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
DECLARE_CLASS( CSingleplayRules, CGameRules );
|
||
|
|
||
|
|
||
|
// Functions to verify the single/multiplayer status of a game
|
||
|
virtual bool IsMultiplayer( void );
|
||
|
|
||
|
// Damage query implementations.
|
||
|
virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
|
||
|
virtual bool Damage_ShouldGibCorpse( int iDmgType ); // Damage types that gib the corpse.
|
||
|
virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
|
||
|
virtual bool Damage_NoPhysicsForce( int iDmgType ); // Damage types that don't have to supply a physics force & position.
|
||
|
virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
|
||
|
// TEMP: These will go away once DamageTypes become enums.
|
||
|
virtual int Damage_GetTimeBased( void );
|
||
|
virtual int Damage_GetShouldGibCorpse( void );
|
||
|
virtual int Damage_GetShowOnHud( void );
|
||
|
virtual int Damage_GetNoPhysicsForce( void );
|
||
|
virtual int Damage_GetShouldNotBleed( void );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
#else
|
||
|
|
||
|
CSingleplayRules();
|
||
|
virtual ~CSingleplayRules() {}
|
||
|
|
||
|
// GR_Think
|
||
|
virtual void Think( void );
|
||
|
virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
|
||
|
virtual bool FAllowFlashlight( void ) { return TRUE; };
|
||
|
|
||
|
virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
|
||
|
virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
|
||
|
bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
|
||
|
|
||
|
// Functions to verify the single/multiplayer status of a game
|
||
|
virtual bool IsDeathmatch( void );
|
||
|
virtual bool IsCoOp( void );
|
||
|
|
||
|
// Client connection/disconnection
|
||
|
virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
|
||
|
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
|
||
|
virtual void ClientDisconnected( edict_t *pClient );
|
||
|
|
||
|
// Client damage rules
|
||
|
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
|
||
|
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
|
||
|
|
||
|
// Client spawn/respawn control
|
||
|
virtual void PlayerSpawn( CBasePlayer *pPlayer );
|
||
|
virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer );
|
||
|
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
|
||
|
|
||
|
virtual bool AllowAutoTargetCrosshair( void );
|
||
|
virtual int GetAutoAimMode();
|
||
|
|
||
|
// Client kills/scoring
|
||
|
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
|
||
|
virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
|
||
|
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
|
||
|
|
||
|
// Weapon spawn/respawn control
|
||
|
virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
|
||
|
virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
|
||
|
virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
|
||
|
virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
|
||
|
|
||
|
// Item retrieval
|
||
|
virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
|
||
|
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
|
||
|
|
||
|
// Item spawn/respawn control
|
||
|
virtual int ItemShouldRespawn( CItem *pItem );
|
||
|
virtual float FlItemRespawnTime( CItem *pItem );
|
||
|
virtual Vector VecItemRespawnSpot( CItem *pItem );
|
||
|
virtual QAngle VecItemRespawnAngles( CItem *pItem );
|
||
|
|
||
|
// Ammo retrieval
|
||
|
virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount );
|
||
|
|
||
|
// Healthcharger respawn control
|
||
|
virtual float FlHealthChargerRechargeTime( void );
|
||
|
|
||
|
// What happens to a dead player's weapons
|
||
|
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
|
||
|
|
||
|
// What happens to a dead player's ammo
|
||
|
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
|
||
|
|
||
|
// NPCs
|
||
|
virtual bool FAllowNPCs( void );
|
||
|
|
||
|
// Teamplay stuff
|
||
|
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
|
||
|
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
|
||
|
virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // SINGLEPLAY_GAMERULES_H
|