Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game rules for Portal multiplayer testing.
//
//=============================================================================//
#ifndef PORTAL_MP
#pragma message( __FILE__ "(" __LINE__AS_STRING ") : error custom: This file should not be included anywhere except in the portal multiplayer testing builds" )
#endif
#ifndef PORTAL_MP_GAMERULES_H
#define PORTAL_MP_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
//#include "hl2mp_gamerules.h"
//#include "multiplay_gamerules.h"
#include "teamplay_gamerules.h"
class CPortal_Player;
#ifdef CLIENT_DLL
#define CPortalMPGameRules C_PortalMPGameRules
#define CPortalMPGameRulesProxy C_PortalMPGameRulesProxy
#endif
enum
{
TEAM_COMBINE = 2,
TEAM_REBELS,
};
class CPortalMPGameRulesProxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CPortalMPGameRulesProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
};
class PortalMPViewVectors : public CViewVectors
{
public:
PortalMPViewVectors(
Vector vView,
Vector vHullMin,
Vector vHullMax,
Vector vDuckHullMin,
Vector vDuckHullMax,
Vector vDuckView,
Vector vObsHullMin,
Vector vObsHullMax,
Vector vDeadViewHeight,
Vector vCrouchTraceMin,
Vector vCrouchTraceMax ) :
CViewVectors(
vView,
vHullMin,
vHullMax,
vDuckHullMin,
vDuckHullMax,
vDuckView,
vObsHullMin,
vObsHullMax,
vDeadViewHeight )
{
m_vCrouchTraceMin = vCrouchTraceMin;
m_vCrouchTraceMax = vCrouchTraceMax;
}
Vector m_vCrouchTraceMin;
Vector m_vCrouchTraceMax;
};
class CPortalMPGameRules : public CTeamplayRules
{
public:
//DECLARE_CLASS( CPortalGameRules, CSingleplayRules );
//DECLARE_CLASS( CPortalGameRules, CMultiplayRules );
DECLARE_CLASS( CPortalMPGameRules, CTeamplayRules );
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
#endif
CPortalMPGameRules( void );
virtual ~CPortalMPGameRules( void );
virtual void Precache( void );
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
virtual void Think( void );
virtual void CreateStandardEntities( void );
virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
virtual void GoToIntermission( void );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual const char *GetGameDescription( void );
// derive this function if you mod uses encrypted weapon info files
virtual const unsigned char *GetEncryptionKey( void ) { return (unsigned char *)"x9Ke0BY7"; }
virtual const CViewVectors* GetViewVectors() const;
const PortalMPViewVectors* GetPortalMPViewVectors() const;
float GetMapRemainingTime();
void CleanUpMap();
void CheckRestartGame();
void RestartGame();
#ifndef CLIENT_DLL
virtual Vector VecItemRespawnSpot( CItem *pItem );
virtual QAngle VecItemRespawnAngles( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem );
virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
void AddLevelDesignerPlacedObject( CBaseEntity *pEntity );
void RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity );
void ManageObjectRelocation( void );
virtual float GetLaserTurretDamage( void );
virtual float GetLaserTurretMoveSpeed( void );
virtual float GetRocketTurretDamage( void );
#endif
virtual void ClientDisconnected( edict_t *pClient );
bool CheckGameOver( void );
bool IsIntermission( void );
void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
bool IsTeamplay( void ) { return m_bTeamPlayEnabled; }
void CheckAllPlayersReady( void );
private:
CNetworkVar( bool, m_bTeamPlayEnabled );
CNetworkVar( float, m_flGameStartTime );
CUtlVector<EHANDLE> m_hRespawnableItemsAndWeapons;
float m_tmNextPeriodicThink;
float m_flRestartGameTime;
bool m_bCompleteReset;
bool m_bAwaitingReadyRestart;
bool m_bHeardAllPlayersReady;
};
//-----------------------------------------------------------------------------
// Gets us at the Half-Life 2 game rules
//-----------------------------------------------------------------------------
inline CPortalMPGameRules* PortalMPGameRules()
{
return static_cast<CPortalMPGameRules*>(g_pGameRules);
}
inline CPortalMPGameRules* PortalGameRules()
{
return static_cast<CPortalMPGameRules*>(g_pGameRules);
}
#endif // PORTAL_MP_GAMERULES_H