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2020-08-04 13:13:01 -04:00

157 lines
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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL2MP_GAMERULES_H
#define HL2MP_GAMERULES_H
#pragma once
#include "gamerules.h"
#include "gamevars_shared.h"
#include "teamplay_gamerules.h"
#ifndef CLIENT_DLL
#include "hl2mp_player.h"
#endif
#define VEC_CROUCH_TRACE_MIN \
HL2MPRules()->GetHL2MPViewVectors()->m_vCrouchTraceMin
#define VEC_CROUCH_TRACE_MAX \
HL2MPRules()->GetHL2MPViewVectors()->m_vCrouchTraceMax
enum {
TEAM_COMBINE = 2,
TEAM_REBELS,
};
#ifdef CLIENT_DLL
#define CHL2MPRules C_HL2MPRules
#define CHL2MPGameRulesProxy C_HL2MPGameRulesProxy
#endif
class CHL2MPGameRulesProxy : public CGameRulesProxy {
public:
DECLARE_CLASS(CHL2MPGameRulesProxy, CGameRulesProxy);
DECLARE_NETWORKCLASS();
};
class HL2MPViewVectors : public CViewVectors {
public:
HL2MPViewVectors(Vector vView, Vector vHullMin, Vector vHullMax,
Vector vDuckHullMin, Vector vDuckHullMax, Vector vDuckView,
Vector vObsHullMin, Vector vObsHullMax,
Vector vDeadViewHeight, Vector vCrouchTraceMin,
Vector vCrouchTraceMax)
: CViewVectors(vView, vHullMin, vHullMax, vDuckHullMin, vDuckHullMax,
vDuckView, vObsHullMin, vObsHullMax, vDeadViewHeight) {
m_vCrouchTraceMin = vCrouchTraceMin;
m_vCrouchTraceMax = vCrouchTraceMax;
}
Vector m_vCrouchTraceMin;
Vector m_vCrouchTraceMax;
};
class CHL2MPRules : public CTeamplayRules {
public:
DECLARE_CLASS(CHL2MPRules, CTeamplayRules);
#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.
#endif
CHL2MPRules();
virtual ~CHL2MPRules();
virtual void Precache(void);
virtual bool ShouldCollide(int collisionGroup0, int collisionGroup1);
virtual bool ClientCommand(CBaseEntity *pEdict, const CCommand &args);
virtual float FlWeaponRespawnTime(CBaseCombatWeapon *pWeapon);
virtual float FlWeaponTryRespawn(CBaseCombatWeapon *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBaseCombatWeapon *pWeapon);
virtual int WeaponShouldRespawn(CBaseCombatWeapon *pWeapon);
virtual void Think(void);
virtual void CreateStandardEntities(void);
virtual void ClientSettingsChanged(CBasePlayer *pPlayer);
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget);
virtual void GoToIntermission(void);
virtual void DeathNotice(CBasePlayer *pVictim, const CTakeDamageInfo &info);
virtual const char *GetGameDescription(void);
// derive this function if you mod uses encrypted weapon info files
virtual const unsigned char *GetEncryptionKey(void) {
return (unsigned char *)"x9Ke0BY7";
}
virtual const CViewVectors *GetViewVectors() const;
const HL2MPViewVectors *GetHL2MPViewVectors() const;
float GetMapRemainingTime();
void CleanUpMap();
void CheckRestartGame();
void RestartGame();
#ifndef CLIENT_DLL
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual QAngle VecItemRespawnAngles(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual bool CanHavePlayerItem(CBasePlayer *pPlayer,
CBaseCombatWeapon *pItem);
virtual bool FShouldSwitchWeapon(CBasePlayer *pPlayer,
CBaseCombatWeapon *pWeapon);
void AddLevelDesignerPlacedObject(CBaseEntity *pEntity);
void RemoveLevelDesignerPlacedObject(CBaseEntity *pEntity);
void ManageObjectRelocation(void);
void CheckChatForReadySignal(CHL2MP_Player *pPlayer, const char *chatmsg);
const char *GetChatFormat(bool bTeamOnly, CBasePlayer *pPlayer);
#endif
virtual void ClientDisconnected(edict_t *pClient);
bool CheckGameOver(void);
bool IsIntermission(void);
void PlayerKilled(CBasePlayer *pVictim, const CTakeDamageInfo &info);
bool IsTeamplay(void) { return m_bTeamPlayEnabled; }
void CheckAllPlayersReady(void);
virtual bool IsConnectedUserInfoChangeAllowed(CBasePlayer *pPlayer);
private:
CNetworkVar(bool, m_bTeamPlayEnabled);
CNetworkVar(float, m_flGameStartTime);
CUtlVector<EHANDLE> m_hRespawnableItemsAndWeapons;
float m_tmNextPeriodicThink;
float m_flRestartGameTime;
bool m_bCompleteReset;
bool m_bAwaitingReadyRestart;
bool m_bHeardAllPlayersReady;
#ifndef CLIENT_DLL
bool m_bChangelevelDone;
#endif
};
inline CHL2MPRules *HL2MPRules() {
return static_cast<CHL2MPRules *>(g_pGameRules);
}
#endif // HL2MP_GAMERULES_H