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 Half-Life 2.
//
//=============================================================================//
#ifndef HL2_GAMERULES_H
#define HL2_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
#include "singleplay_gamerules.h"
#include "hl2_shareddefs.h"
#ifdef CLIENT_DLL
#define CHalfLife2 C_HalfLife2
#define CHalfLife2Proxy C_HalfLife2Proxy
#endif
class CHalfLife2Proxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CHalfLife2Proxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
};
class CHalfLife2 : public CSingleplayRules
{
public:
DECLARE_CLASS( CHalfLife2, CSingleplayRules );
// Damage Query Overrides.
virtual bool Damage_IsTimeBased( int iDmgType );
// TEMP:
virtual int Damage_GetTimeBased( void );
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity);
#ifndef CLIENT_DLL
virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
virtual float GetAutoAimScale( CBasePlayer *pPlayer );
virtual float GetAmmoQuantityScale( int iAmmoIndex );
virtual void LevelInitPreEntity();
#endif
private:
// Rules change for the mega physgun
CNetworkVar( bool, m_bMegaPhysgun );
#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.
CHalfLife2();
virtual ~CHalfLife2() {}
virtual void Think( void );
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 ) { return "Half-Life 2"; }
// Ammo
virtual void PlayerThink( CBasePlayer *pPlayer );
virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
virtual bool ShouldBurningPropsEmitLight();
public:
bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
bool NPC_ShouldDropGrenade( CBasePlayer *pRecipient );
bool NPC_ShouldDropHealth( CBasePlayer *pRecipient );
void NPC_DroppedHealth( void );
void NPC_DroppedGrenade( void );
bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; }
virtual bool IsAlyxInDarknessMode();
private:
float m_flLastHealthDropTime;
float m_flLastGrenadeDropTime;
void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo );
float AdjustPlayerDamageInflicted( float damage );
int DefaultFOV( void ) { return 75; }
#endif
};
//-----------------------------------------------------------------------------
// Gets us at the Half-Life 2 game rules
//-----------------------------------------------------------------------------
inline CHalfLife2* HL2GameRules()
{
#if ( !defined( HL2_DLL ) && !defined( HL2_CLIENT_DLL ) ) || defined( HL2MP )
Assert( 0 ); // g_pGameRules is NOT an instance of CHalfLife2 and bad things happen
#endif
return static_cast<CHalfLife2*>(g_pGameRules);
}
#endif // HL2_GAMERULES_H