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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/teamplay_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/teamplay_gamerules.h')
-rw-r--r--sp/src/game/shared/teamplay_gamerules.h252
1 files changed, 126 insertions, 126 deletions
diff --git a/sp/src/game/shared/teamplay_gamerules.h b/sp/src/game/shared/teamplay_gamerules.h
index 275907af..10f953e1 100644
--- a/sp/src/game/shared/teamplay_gamerules.h
+++ b/sp/src/game/shared/teamplay_gamerules.h
@@ -1,126 +1,126 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef TEAMPLAY_GAMERULES_H
-#define TEAMPLAY_GAMERULES_H
-#pragma once
-
-#include "gamerules.h"
-#include "multiplay_gamerules.h"
-
-#ifdef CLIENT_DLL
-
- #define CTeamplayRules C_TeamplayRules
-
-#else
-
- #include "takedamageinfo.h"
-
-#endif
-
-
-//
-// teamplay_gamerules.h
-//
-
-
-#define MAX_TEAMNAME_LENGTH 16
-#define MAX_TEAMS 32
-
-#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
-
-
-class CTeamplayRules : public CMultiplayRules
-{
-public:
- DECLARE_CLASS( CTeamplayRules, CMultiplayRules );
-
- // Return the value of this player towards capturing a point
- virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer ) { return 1; }
- virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex ) { return true; }
- virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return true; }
- virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return false; }
-
- // Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
- virtual bool PointsMayBeCaptured( void ) { return true; }
- virtual void SetLastCapPointChanged( int iIndex ) { return; }
-
-#ifdef CLIENT_DLL
-
-#else
-
- CTeamplayRules();
- virtual ~CTeamplayRules() {};
-
- virtual void Precache( void );
-
- virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
- virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
- virtual bool IsTeamplay( void );
- virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
- virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
- virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
- virtual const char *GetTeamID( CBaseEntity *pEntity );
- virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
- virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
- virtual void InitHUD( CBasePlayer *pl );
- virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
- virtual const char *GetGameDescription( void ) { return "Teamplay"; } // this is the game name that gets seen in the server browser
- virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
- virtual void Think ( void );
- virtual int GetTeamIndex( const char *pTeamName );
- virtual const char *GetIndexedTeamName( int teamIndex );
- virtual bool IsValidTeam( const char *pTeamName );
- virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
- virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib );
- virtual void ClientDisconnected( edict_t *pClient );
- virtual bool TimerMayExpire( void ) { return true; }
-
- // A game has been won by the specified team
- virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false ) { return; }
- virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false ) { return; }
-
- // Used to determine if all players should switch teams
- virtual void SetSwitchTeams( bool bSwitch ){ m_bSwitchTeams = bSwitch; }
- virtual bool ShouldSwitchTeams( void ){ return m_bSwitchTeams; }
- virtual void HandleSwitchTeams( void ){ return; }
-
- // Used to determine if we should scramble the teams
- virtual void SetScrambleTeams( bool bScramble ){ m_bScrambleTeams = bScramble; }
- virtual bool ShouldScrambleTeams( void ){ return m_bScrambleTeams; }
- virtual void HandleScrambleTeams( void ){ return; }
-
- virtual bool PointsMayAlwaysBeBlocked(){ return false; }
-
-protected:
- bool m_DisableDeathMessages;
-
-private:
- void RecountTeams( void );
- const char *TeamWithFewestPlayers( void );
-
- bool m_DisableDeathPenalty;
- bool m_teamLimit; // This means the server set only some teams as valid
- char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
- bool m_bSwitchTeams;
- bool m_bScrambleTeams;
-
-#endif
-};
-
-inline CTeamplayRules* TeamplayGameRules()
-{
- return static_cast<CTeamplayRules*>(g_pGameRules);
-}
-
-#endif // TEAMPLAY_GAMERULES_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TEAMPLAY_GAMERULES_H
+#define TEAMPLAY_GAMERULES_H
+#pragma once
+
+#include "gamerules.h"
+#include "multiplay_gamerules.h"
+
+#ifdef CLIENT_DLL
+
+ #define CTeamplayRules C_TeamplayRules
+
+#else
+
+ #include "takedamageinfo.h"
+
+#endif
+
+
+//
+// teamplay_gamerules.h
+//
+
+
+#define MAX_TEAMNAME_LENGTH 16
+#define MAX_TEAMS 32
+
+#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
+
+
+class CTeamplayRules : public CMultiplayRules
+{
+public:
+ DECLARE_CLASS( CTeamplayRules, CMultiplayRules );
+
+ // Return the value of this player towards capturing a point
+ virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer ) { return 1; }
+ virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex ) { return true; }
+ virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return true; }
+ virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return false; }
+
+ // Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
+ virtual bool PointsMayBeCaptured( void ) { return true; }
+ virtual void SetLastCapPointChanged( int iIndex ) { return; }
+
+#ifdef CLIENT_DLL
+
+#else
+
+ CTeamplayRules();
+ virtual ~CTeamplayRules() {};
+
+ virtual void Precache( void );
+
+ virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
+ virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
+ virtual bool IsTeamplay( void );
+ virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
+ virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
+ virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
+ virtual const char *GetTeamID( CBaseEntity *pEntity );
+ virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
+ virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
+ virtual void InitHUD( CBasePlayer *pl );
+ virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
+ virtual const char *GetGameDescription( void ) { return "Teamplay"; } // this is the game name that gets seen in the server browser
+ virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
+ virtual void Think ( void );
+ virtual int GetTeamIndex( const char *pTeamName );
+ virtual const char *GetIndexedTeamName( int teamIndex );
+ virtual bool IsValidTeam( const char *pTeamName );
+ virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
+ virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib );
+ virtual void ClientDisconnected( edict_t *pClient );
+ virtual bool TimerMayExpire( void ) { return true; }
+
+ // A game has been won by the specified team
+ virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false ) { return; }
+ virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false ) { return; }
+
+ // Used to determine if all players should switch teams
+ virtual void SetSwitchTeams( bool bSwitch ){ m_bSwitchTeams = bSwitch; }
+ virtual bool ShouldSwitchTeams( void ){ return m_bSwitchTeams; }
+ virtual void HandleSwitchTeams( void ){ return; }
+
+ // Used to determine if we should scramble the teams
+ virtual void SetScrambleTeams( bool bScramble ){ m_bScrambleTeams = bScramble; }
+ virtual bool ShouldScrambleTeams( void ){ return m_bScrambleTeams; }
+ virtual void HandleScrambleTeams( void ){ return; }
+
+ virtual bool PointsMayAlwaysBeBlocked(){ return false; }
+
+protected:
+ bool m_DisableDeathMessages;
+
+private:
+ void RecountTeams( void );
+ const char *TeamWithFewestPlayers( void );
+
+ bool m_DisableDeathPenalty;
+ bool m_teamLimit; // This means the server set only some teams as valid
+ char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
+ bool m_bSwitchTeams;
+ bool m_bScrambleTeams;
+
+#endif
+};
+
+inline CTeamplayRules* TeamplayGameRules()
+{
+ return static_cast<CTeamplayRules*>(g_pGameRules);
+}
+
+#endif // TEAMPLAY_GAMERULES_H