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453 lines
17 KiB
453 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:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAMERULES_H
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#define GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Debug history should be disabled in release builds
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//#define DISABLE_DEBUG_HISTORY
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#ifdef CLIENT_DLL
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#include "c_baseentity.h"
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#define CGameRules C_GameRules
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#define CGameRulesProxy C_GameRulesProxy
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#else
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#include "baseentity.h"
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#include "recipientfilter.h"
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#endif
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#include "igamesystem.h"
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#include "gamerules_register.h"
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//#include "items.h"
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class CBaseCombatWeapon;
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class CBaseCombatCharacter;
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class CBasePlayer;
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class CItem;
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class CAmmoDef;
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class CTacticalMissionManager;
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extern ConVar sk_autoaim_mode;
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// Autoaiming modes
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enum
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{
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AUTOAIM_NONE = 0, // No autoaim at all.
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AUTOAIM_ON, // Autoaim is on.
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AUTOAIM_ON_CONSOLE, // Autoaim is on, including enhanced features for Console gaming (more assistance, etc)
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};
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// weapon respawning return codes
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enum
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{
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GR_NONE = 0,
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GR_WEAPON_RESPAWN_YES,
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GR_WEAPON_RESPAWN_NO,
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GR_AMMO_RESPAWN_YES,
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GR_AMMO_RESPAWN_NO,
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GR_ITEM_RESPAWN_YES,
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GR_ITEM_RESPAWN_NO,
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GR_PLR_DROP_GUN_ALL,
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GR_PLR_DROP_GUN_ACTIVE,
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GR_PLR_DROP_GUN_NO,
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GR_PLR_DROP_AMMO_ALL,
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GR_PLR_DROP_AMMO_ACTIVE,
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GR_PLR_DROP_AMMO_NO,
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};
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// Player relationship return codes
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enum
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{
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GR_NOTTEAMMATE = 0,
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GR_TEAMMATE,
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GR_ENEMY,
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GR_ALLY,
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GR_NEUTRAL,
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};
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// This class has the data tables and gets the CGameRules data to the client.
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class CGameRulesProxy : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CGameRulesProxy, CBaseEntity );
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DECLARE_NETWORKCLASS();
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CGameRulesProxy();
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~CGameRulesProxy();
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// UNDONE: Is this correct, Mike?
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// Don't carry these across a transition, they are recreated.
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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// ALWAYS transmit to all clients.
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virtual int UpdateTransmitState( void );
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// CGameRules chains its NetworkStateChanged calls to here, since this
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// is the actual entity that will send the data.
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static void NotifyNetworkStateChanged();
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private:
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static CGameRulesProxy *s_pGameRulesProxy;
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};
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abstract_class CGameRules : public CAutoGameSystemPerFrame
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{
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public:
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DECLARE_CLASS_GAMEROOT( CGameRules, CAutoGameSystemPerFrame );
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virtual char const *Name() { return "CGameRules"; }
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// Stuff shared between client and server.
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CGameRules(void);
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virtual ~CGameRules( void );
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// Damage Queries - these need to be implemented by the various subclasses (single-player, multi-player, etc).
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// The queries represent queries against damage types and properties.
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virtual bool Damage_IsTimeBased( int iDmgType ) = 0; // Damage types that are time-based.
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virtual bool Damage_ShouldGibCorpse( int iDmgType ) = 0; // Damage types that gib the corpse.
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virtual bool Damage_ShowOnHUD( int iDmgType ) = 0; // Damage types that have client HUD art.
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virtual bool Damage_NoPhysicsForce( int iDmgType ) = 0; // Damage types that don't have to supply a physics force & position.
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virtual bool Damage_ShouldNotBleed( int iDmgType ) = 0; // Damage types that don't make the player bleed.
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//Temp: These will go away once DamageTypes become enums.
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virtual int Damage_GetTimeBased( void ) = 0; // Actual bit-fields.
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virtual int Damage_GetShouldGibCorpse( void ) = 0;
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virtual int Damage_GetShowOnHud( void ) = 0;
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virtual int Damage_GetNoPhysicsForce( void )= 0;
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virtual int Damage_GetShouldNotBleed( void ) = 0;
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// Ammo Definitions
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//CAmmoDef* GetAmmoDef();
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virtual bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // Switch to the next best weapon
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virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // I can't use this weapon anymore, get me the next best one.
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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virtual int DefaultFOV( void ) { return 90; }
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// This function is here for our CNetworkVars.
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inline void NetworkStateChanged()
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{
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// Forward the call to the entity that will send the data.
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CGameRulesProxy::NotifyNetworkStateChanged();
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}
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inline void NetworkStateChanged( void *pVar )
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{
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// Forward the call to the entity that will send the data.
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CGameRulesProxy::NotifyNetworkStateChanged();
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}
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// Get the view vectors for this mod.
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virtual const CViewVectors* GetViewVectors() const;
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// Damage rules for ammo types
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virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
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virtual float GetDamageMultiplier( void ) { return 1.0f; }
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// Functions to verify the single/multiplayer status of a game
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virtual bool IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch)
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virtual const unsigned char *GetEncryptionKey() { return NULL; }
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virtual bool InRoundRestart( void ) { return false; }
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//Allow thirdperson camera.
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virtual bool AllowThirdPersonCamera( void ) { return false; }
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virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) {}
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// IsConnectedUserInfoChangeAllowed allows the clients to change
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// cvars with the FCVAR_NOT_CONNECTED rule if it returns true
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virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
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{
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Assert( !IsMultiplayer() );
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return true;
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}
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#ifdef CLIENT_DLL
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virtual bool IsBonusChallengeTimeBased( void );
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virtual bool AllowMapParticleEffect( const char *pszParticleEffect ) { return true; }
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virtual bool AllowWeatherParticles( void ) { return true; }
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virtual bool AllowMapVisionFilterShaders( void ) { return false; }
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virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ) { return pchEffectName; }
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virtual bool IsLocalPlayer( int nEntIndex );
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virtual void ModifySentChat( char *pBuf, int iBufSize ) { return; }
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virtual bool ShouldConfirmOnDisconnect() { return false; }
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#else
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virtual void Status( void (*print) (const char *fmt, ...) ) {}
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virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) {}
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// NVNT see if the client of the player entered is using a haptic device.
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virtual void CheckHaptics(CBasePlayer* pPlayer);
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// CBaseEntity overrides.
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public:
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// Setup
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// Called when game rules are destroyed by CWorld
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virtual void LevelShutdown( void ) { return; };
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virtual void Precache( void ) { return; };
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virtual void RefreshSkillData( bool forceUpdate );// fill skill data struct with proper values
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// Called each frame. This just forwards the call to Think().
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virtual void FrameUpdatePostEntityThink();
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virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
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virtual bool IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg NPCs don't spawn in deathmatch).
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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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virtual bool IsSkillLevel( int iLevel ) { return GetSkillLevel() == iLevel; }
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virtual int GetSkillLevel() { return g_iSkillLevel; }
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virtual void OnSkillLevelChanged( int iNewLevel ) {};
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virtual void SetSkillLevel( int iLevel )
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{
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int oldLevel = g_iSkillLevel;
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if ( iLevel < 1 )
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{
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iLevel = 1;
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}
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else if ( iLevel > 3 )
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{
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iLevel = 3;
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}
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g_iSkillLevel = iLevel;
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if( g_iSkillLevel != oldLevel )
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{
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OnSkillLevelChanged( g_iSkillLevel );
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}
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}
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virtual bool FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight?
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virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon ) = 0;// should the player switch to this weapon?
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// Functions to verify the single/multiplayer status of a game
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virtual bool IsDeathmatch( void ) = 0;//is this a deathmatch game?
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virtual bool IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
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virtual bool IsCoOp( void ) = 0;// is this a coop game?
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virtual const char *GetGameDescription( void ) { return "Half-Life 2"; } // this is the game name that gets seen in the server browser
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// Client connection/disconnection
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virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;// a client just connected to the server (player hasn't spawned yet)
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virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
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virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server
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// Client damage rules
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage?
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virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info ) {return TRUE;};// can this player take damage from this attacker?
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virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
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virtual float GetAutoAimScale( CBasePlayer *pPlayer ) { return 1.0f; }
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virtual int GetAutoAimMode() { return AUTOAIM_ON; }
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virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
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virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
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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 TRUE; }
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virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ) = 0;
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// Client spawn/respawn control
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virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game
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virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
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virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now?
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn?
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virtual CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction.
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virtual bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
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virtual bool AllowAutoTargetCrosshair( void ) { return TRUE; };
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virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args ); // handles the user commands; returns TRUE if command handled properly
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virtual void ClientSettingsChanged( CBasePlayer *pPlayer ); // the player has changed cvars
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// Client kills/scoring
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player?
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virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info ) = 0;// Called each time a player dies
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virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )= 0;// Call this from within a GameRules class to report an obituary.
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virtual const char *GetDamageCustomString( const CTakeDamageInfo &info ) { return NULL; }
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// Weapon Damage
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// Determines how much damage Player's attacks inflict, based on skill level.
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virtual float AdjustPlayerDamageInflicted( float damage ) { return damage; }
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virtual void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo ) {}; // Base class does nothing.
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// Weapon retrieval
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virtual bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );// The player is touching an CBaseCombatWeapon, do I give it to him?
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon ) = 0;// should this weapon respawn?
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virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon ) = 0;// when may this weapon respawn?
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virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) = 0; // can i respawn now, and if not, when should i try again?
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virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon ) = 0;// where in the world should this weapon respawn?
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// Item retrieval
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virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item?
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit)
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// Item spawn/respawn control
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virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn?
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virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn?
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virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn?
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virtual QAngle VecItemRespawnAngles( CItem *pItem ) = 0;// what angles should this item use when respawing?
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// Ammo retrieval
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virtual bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, int iAmmoIndex ); // can this player take more of this ammo?
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virtual bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, const char *szName );
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virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world
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virtual float GetAmmoQuantityScale( int iAmmoIndex ) { return 1.0f; }
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// AI Definitions
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virtual void InitDefaultAIRelationships( void ) { return; }
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virtual const char* AIClassText(int classType) { return NULL; }
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself?
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virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself?
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed?
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much?
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// Teamplay stuff
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virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on?
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity?
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virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker ) = 0;
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virtual void CheckChatText( CBasePlayer *pPlayer, char *pText ) { return; }
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virtual int GetTeamIndex( const char *pTeamName ) { return -1; }
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virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; }
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virtual bool IsValidTeam( const char *pTeamName ) { return true; }
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virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib ) {}
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virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; }
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virtual void UpdateClientData( CBasePlayer *pPlayer ) { };
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// Sounds
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virtual bool PlayTextureSounds( void ) { return TRUE; }
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virtual bool PlayFootstepSounds( CBasePlayer *pl ) { return TRUE; }
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// NPCs
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virtual bool FAllowNPCs( void ) = 0;//are NPCs allowed
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// Immediately end a multiplayer game
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virtual void EndMultiplayerGame( void ) {}
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// trace line rules
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virtual float WeaponTraceEntity( CBaseEntity *pEntity, const Vector &vecStart, const Vector &vecEnd, unsigned int mask, trace_t *ptr );
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// Setup g_pPlayerResource (some mods use a different entity type here).
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virtual void CreateStandardEntities();
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// Team name, etc shown in chat and dedicated server console
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virtual const char *GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer );
|
||
|
|
||
|
// Location name shown in chat
|
||
|
virtual const char *GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer ) { return NULL; }
|
||
|
|
||
|
// VGUI format string for chat, if desired
|
||
|
virtual const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer ) { return NULL; }
|
||
|
|
||
|
// Whether props that are on fire should get a DLIGHT.
|
||
|
virtual bool ShouldBurningPropsEmitLight() { return false; }
|
||
|
|
||
|
virtual bool CanEntityBeUsePushed( CBaseEntity *pEnt ) { return true; }
|
||
|
|
||
|
virtual void CreateCustomNetworkStringTables( void ) { }
|
||
|
|
||
|
// Game Achievements (server version)
|
||
|
virtual void MarkAchievement ( IRecipientFilter& filter, char const *pchAchievementName );
|
||
|
|
||
|
virtual void ResetMapCycleTimeStamp( void ){ return; }
|
||
|
|
||
|
virtual void OnNavMeshLoad( void ) { return; }
|
||
|
|
||
|
// game-specific factories
|
||
|
virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );
|
||
|
|
||
|
virtual void ProcessVerboseLogOutput( void ){}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
virtual const char *GetGameTypeName( void ){ return NULL; }
|
||
|
virtual int GetGameType( void ){ return 0; }
|
||
|
|
||
|
virtual bool ShouldDrawHeadLabels(){ return true; }
|
||
|
|
||
|
virtual void ClientSpawned( edict_t * pPlayer ) { return; }
|
||
|
|
||
|
virtual void OnFileReceived( const char * fileName, unsigned int transferID ) { return; }
|
||
|
|
||
|
virtual bool IsHolidayActive( /*EHoliday*/ int eHoliday ) const { return false; }
|
||
|
|
||
|
virtual bool IsManualMapChangeOkay( const char **pszReason ){ return true; }
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
private:
|
||
|
float m_flNextVerboseLogOutput;
|
||
|
#endif // CLIENT_DLL
|
||
|
};
|
||
|
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
void InstallGameRules();
|
||
|
|
||
|
// Create user messages for game here, calls into static player class creation functions
|
||
|
void RegisterUserMessages( void );
|
||
|
#endif
|
||
|
|
||
|
|
||
|
extern ConVar g_Language;
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Gets us at the game rules
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
extern CGameRules *g_pGameRules;
|
||
|
|
||
|
inline CGameRules* GameRules()
|
||
|
{
|
||
|
return g_pGameRules;
|
||
|
}
|
||
|
|
||
|
#endif // GAMERULES_H
|