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116 lines
2.7 KiB
116 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Game rules for Portal. |
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// |
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//=============================================================================// |
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#ifdef PORTAL_MP |
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#include "portal_mp_gamerules.h" //redirect to multiplayer gamerules in multiplayer builds |
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#else |
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#ifndef PORTAL_GAMERULES_H |
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#define PORTAL_GAMERULES_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "gamerules.h" |
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#include "hl2_gamerules.h" |
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#ifdef CLIENT_DLL |
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#define CPortalGameRules C_PortalGameRules |
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#define CPortalGameRulesProxy C_PortalGameRulesProxy |
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#endif |
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#if defined ( CLIENT_DLL ) |
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#include "steam/steam_api.h" |
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#endif |
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class CPortalGameRulesProxy : public CGameRulesProxy |
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{ |
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public: |
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DECLARE_CLASS( CPortalGameRulesProxy, CGameRulesProxy ); |
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DECLARE_NETWORKCLASS(); |
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}; |
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class CPortalGameRules : public CHalfLife2 |
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{ |
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public: |
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DECLARE_CLASS( CPortalGameRules, CSingleplayRules ); |
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virtual bool Init(); |
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 ); |
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virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity); |
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#ifndef CLIENT_DLL |
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virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ); |
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virtual float GetAutoAimScale( CBasePlayer *pPlayer ); |
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#endif |
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#ifdef CLIENT_DLL |
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virtual bool IsBonusChallengeTimeBased( void ); |
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#endif |
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private: |
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// Rules change for the mega physgun |
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CNetworkVar( bool, m_bMegaPhysgun ); |
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#ifdef CLIENT_DLL |
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DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars. |
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#else |
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DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars. |
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CPortalGameRules(); |
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virtual ~CPortalGameRules() {} |
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virtual void Think( void ); |
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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 void InitDefaultAIRelationships( void ); |
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virtual const char* AIClassText(int classType); |
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virtual const char *GetGameDescription( void ) { return "Portal"; } |
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// Ammo |
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virtual void PlayerThink( CBasePlayer *pPlayer ); |
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virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ); |
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virtual bool ShouldBurningPropsEmitLight(); |
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bool ShouldRemoveRadio( void ); |
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public: |
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); |
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bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; } |
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private: |
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int DefaultFOV( void ) { return 75; } |
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#endif |
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}; |
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//----------------------------------------------------------------------------- |
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// Gets us at the Half-Life 2 game rules |
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//----------------------------------------------------------------------------- |
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inline CPortalGameRules* PortalGameRules() |
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{ |
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return static_cast<CPortalGameRules*>(g_pGameRules); |
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} |
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#endif // PORTAL_GAMERULES_H |
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#endif
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