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diff --git a/mp/src/game/shared/hl2mp/hl2mp_gamerules.h b/mp/src/game/shared/hl2mp/hl2mp_gamerules.h
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+++ b/mp/src/game/shared/hl2mp/hl2mp_gamerules.h
@@ -0,0 +1,170 @@
+//========= 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 "teamplay_gamerules.h"
+#include "gamevars_shared.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 );
+
+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