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: The HL2 Game rules object
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL1_GAMERULES_H
#define HL1_GAMERULES_H
#pragma once
#include "gamerules.h"
#include "singleplay_gamerules.h"
#ifdef CLIENT_DLL
#define CHalfLife1 C_HalfLife1
#endif
class CHalfLife1 : public CSingleplayRules
{
public:
DECLARE_CLASS( CHalfLife1, CSingleplayRules );
// Damage Queries.
virtual int Damage_GetShowOnHud( void );
// Client/server shared implementation.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
#ifndef CLIENT_DLL
CHalfLife1();
virtual ~CHalfLife1() {}
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void InitDefaultAIRelationships( void );
virtual const char * AIClassText(int classType);
virtual const char * GetGameDescription( void );
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
// Ammo
virtual void PlayerThink( CBasePlayer *pPlayer );
bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore );
int DefaultFOV( void ) { return 90; }
#endif
};
#endif // HL1_GAMERULES_H