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143 lines
4.4 KiB
143 lines
4.4 KiB
![]()
4 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 TF_GAMERULES_H
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#define TF_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 "takedamageinfo.h"
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#ifdef CLIENT_DLL
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#define CTeamFortress C_TeamFortress
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#endif
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class CTeamFortress : public CTeamplayRules
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{
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public:
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DECLARE_CLASS( CTeamFortress, CTeamplayRules );
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int DefaultFOV( void ) { return 90; }
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// Shared implementation between client and server.
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void WeaponTraceLine( const Vector& src, const Vector& end, unsigned int mask, CBaseEntity *pShooter, int damageType, trace_t* pTrace );
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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virtual void FireBullets( const CTakeDamageInfo &info, int cShots, const Vector &vecSrc, const Vector &vecDirShooting,
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const Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int firingEntID,
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int attachmentID, const char *sCustomTracer = NULL );
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#ifdef CLIENT_DLL
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#else
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CTeamFortress();
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virtual ~CTeamFortress();
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CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
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virtual void Think( void );
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virtual void LevelInitPostEntity( void );
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virtual void CreateStandardEntities();
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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 void ClientDisconnected( edict_t *pClient );
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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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virtual bool PlayTextureSounds( void ) { return true; }
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virtual bool PlayFootstepSounds( CBasePlayer *pl );
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore );
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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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bool IsTraceBlockedByWorldOrShield( const Vector& src, const Vector& end, CBaseEntity *pShooter, int damageType, trace_t* pTrace );
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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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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 const char *GetDamageCustomString( const CTakeDamageInfo &info );
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CBasePlayer *GetDeathAssistant( CBaseEntity *pKiller, CBaseEntity *pInflictor );
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virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
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virtual void InitDefaultAIRelationships( void );
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virtual const char *GetGameDescription( void ) { return "TeamFortress 2"; } // 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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// Is the ray blocked by enemy shields?
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bool IsBlockedByEnemyShields( const Vector& src, const Vector& end, int nFriendlyTeam );
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public:
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virtual void SetAllowWeaponSwitch( bool allow );
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virtual bool GetAllowWeaponSwitch( void );
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private:
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// Don't allow switching weapons while gaining new technologies
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bool m_bAllowWeaponSwitch;
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#endif
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};
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//-----------------------------------------------------------------------------
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// Gets us at the team fortress game rules
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//-----------------------------------------------------------------------------
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inline CTeamFortress* TFGameRules()
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{
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#ifdef _DEBUG
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Assert( dynamic_cast< CTeamFortress* >( g_pGameRules ) );
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#endif
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return static_cast<CTeamFortress*>(g_pGameRules);
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}
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// Send the appropriate weapon impact.
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void WeaponImpact( trace_t *tr, Vector vecDir, bool bHurt, CBaseEntity *pEntity, int iDamageType );
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#ifdef CLIENT_DLL
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#else
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//-----------------------------------------------------------------------------
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// Purpose: Useful utility functions
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//-----------------------------------------------------------------------------
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class CTFTeam;
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CTFTeam *GetOpposingTeam( CTeam *pTeam );
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bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround );
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#endif
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#endif // TF_GAMERULES_H
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