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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The TF Game rules object
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef SDK_GAMERULES_H
#define SDK_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "teamplay_gamerules.h"
#include "convar.h"
#include "gamevars_shared.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#ifdef CLIENT_DLL
#define CSDKGameRules C_SDKGameRules
#define CSDKGameRulesProxy C_SDKGameRulesProxy
#endif
class CSDKGameRulesProxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CSDKGameRulesProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
};
class CSDKGameRules : public CTeamplayRules
{
public:
DECLARE_CLASS( CSDKGameRules, CTeamplayRules );
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
virtual bool IsTeamplay( void ) { return false; }
#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.
CSDKGameRules();
virtual ~CSDKGameRules();
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore );
virtual void Think();
virtual const char *GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer );
private:
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld );
#endif
};
//-----------------------------------------------------------------------------
// Gets us at the team fortress game rules
//-----------------------------------------------------------------------------
inline CSDKGameRules* SDKGameRules()
{
return static_cast<CSDKGameRules*>(g_pGameRules);
}
#endif // SDK_GAMERULES_H
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