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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