diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/singleplay_gamerules.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 264 |
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 |