aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/shared/singleplay_gamerules.h
diff options
context:
space:
mode:
authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/singleplay_gamerules.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/singleplay_gamerules.h')
-rw-r--r--sp/src/game/shared/singleplay_gamerules.h264
1 files changed, 132 insertions, 132 deletions
diff --git a/sp/src/game/shared/singleplay_gamerules.h b/sp/src/game/shared/singleplay_gamerules.h
index 5334b35c..3b48b437 100644
--- a/sp/src/game/shared/singleplay_gamerules.h
+++ b/sp/src/game/shared/singleplay_gamerules.h
@@ -1,132 +1,132 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef SINGLEPLAY_GAMERULES_H
-#define SINGLEPLAY_GAMERULES_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "gamerules.h"
-
-
-#ifdef CLIENT_DLL
-
- #define CSingleplayRules C_SingleplayRules
-
-#endif
-
-
-//=========================================================
-// CSingleplayRules - rules for the single player Half-Life
-// game.
-//=========================================================
-class CSingleplayRules : public CGameRules
-{
-public:
-
- DECLARE_CLASS( CSingleplayRules, CGameRules );
-
-
-// Functions to verify the single/multiplayer status of a game
- virtual bool IsMultiplayer( void );
-
- // Damage query implementations.
- virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
- virtual bool Damage_ShouldGibCorpse( int iDmgType ); // Damage types that gib the corpse.
- virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
- virtual bool Damage_NoPhysicsForce( int iDmgType ); // Damage types that don't have to supply a physics force & position.
- virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
- // TEMP: These will go away once DamageTypes become enums.
- virtual int Damage_GetTimeBased( void );
- virtual int Damage_GetShouldGibCorpse( void );
- virtual int Damage_GetShowOnHud( void );
- virtual int Damage_GetNoPhysicsForce( void );
- virtual int Damage_GetShouldNotBleed( void );
-
-#ifdef CLIENT_DLL
-
-#else
-
- CSingleplayRules();
- virtual ~CSingleplayRules() {}
-
-// GR_Think
- virtual void Think( void );
- virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
- virtual bool FAllowFlashlight( void ) { return TRUE; };
-
- virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
- virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
- bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
-
-// Functions to verify the single/multiplayer status of a game
- virtual bool IsDeathmatch( void );
- virtual bool IsCoOp( void );
-
-// Client connection/disconnection
- virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
- virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
- virtual void ClientDisconnected( edict_t *pClient );
-
-// Client damage rules
- virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
- virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
-
-// Client spawn/respawn control
- virtual void PlayerSpawn( CBasePlayer *pPlayer );
- virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer );
- virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
-
- virtual bool AllowAutoTargetCrosshair( void );
- virtual int GetAutoAimMode();
-
-// Client kills/scoring
- virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
- virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
- virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
-
-// Weapon spawn/respawn control
- virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
- virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
- virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
- virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
-
-// Item retrieval
- virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
- virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
-
-// Item spawn/respawn control
- virtual int ItemShouldRespawn( CItem *pItem );
- virtual float FlItemRespawnTime( CItem *pItem );
- virtual Vector VecItemRespawnSpot( CItem *pItem );
- virtual QAngle VecItemRespawnAngles( CItem *pItem );
-
-// Ammo retrieval
- virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount );
-
-// Healthcharger respawn control
- virtual float FlHealthChargerRechargeTime( void );
-
-// What happens to a dead player's weapons
- virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
-
-// What happens to a dead player's ammo
- virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
-
-// NPCs
- virtual bool FAllowNPCs( void );
-
-// Teamplay stuff
- virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
- virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
- virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
-#endif
-};
-
-
-#endif // SINGLEPLAY_GAMERULES_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef SINGLEPLAY_GAMERULES_H
+#define SINGLEPLAY_GAMERULES_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "gamerules.h"
+
+
+#ifdef CLIENT_DLL
+
+ #define CSingleplayRules C_SingleplayRules
+
+#endif
+
+
+//=========================================================
+// CSingleplayRules - rules for the single player Half-Life
+// game.
+//=========================================================
+class CSingleplayRules : public CGameRules
+{
+public:
+
+ DECLARE_CLASS( CSingleplayRules, CGameRules );
+
+
+// Functions to verify the single/multiplayer status of a game
+ virtual bool IsMultiplayer( void );
+
+ // Damage query implementations.
+ virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
+ virtual bool Damage_ShouldGibCorpse( int iDmgType ); // Damage types that gib the corpse.
+ virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
+ virtual bool Damage_NoPhysicsForce( int iDmgType ); // Damage types that don't have to supply a physics force & position.
+ virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
+ // TEMP: These will go away once DamageTypes become enums.
+ virtual int Damage_GetTimeBased( void );
+ virtual int Damage_GetShouldGibCorpse( void );
+ virtual int Damage_GetShowOnHud( void );
+ virtual int Damage_GetNoPhysicsForce( void );
+ virtual int Damage_GetShouldNotBleed( void );
+
+#ifdef CLIENT_DLL
+
+#else
+
+ CSingleplayRules();
+ virtual ~CSingleplayRules() {}
+
+// GR_Think
+ virtual void Think( void );
+ virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
+ virtual bool FAllowFlashlight( void ) { return TRUE; };
+
+ virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
+ virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
+ bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
+
+// Functions to verify the single/multiplayer status of a game
+ virtual bool IsDeathmatch( void );
+ virtual bool IsCoOp( void );
+
+// Client connection/disconnection
+ virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
+ virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
+ virtual void ClientDisconnected( edict_t *pClient );
+
+// Client damage rules
+ virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
+ virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
+
+// Client spawn/respawn control
+ virtual void PlayerSpawn( CBasePlayer *pPlayer );
+ virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer );
+ virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
+
+ virtual bool AllowAutoTargetCrosshair( void );
+ virtual int GetAutoAimMode();
+
+// Client kills/scoring
+ virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
+ virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
+ virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
+
+// Weapon spawn/respawn control
+ virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
+ virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
+ virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
+ virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
+
+// Item retrieval
+ virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
+ virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
+
+// Item spawn/respawn control
+ virtual int ItemShouldRespawn( CItem *pItem );
+ virtual float FlItemRespawnTime( CItem *pItem );
+ virtual Vector VecItemRespawnSpot( CItem *pItem );
+ virtual QAngle VecItemRespawnAngles( CItem *pItem );
+
+// Ammo retrieval
+ virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount );
+
+// Healthcharger respawn control
+ virtual float FlHealthChargerRechargeTime( void );
+
+// What happens to a dead player's weapons
+ virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
+
+// What happens to a dead player's ammo
+ virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
+
+// NPCs
+ virtual bool FAllowNPCs( void );
+
+// Teamplay stuff
+ virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
+ virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
+ virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
+#endif
+};
+
+
+#endif // SINGLEPLAY_GAMERULES_H