Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, 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