ReGameDLL_CS/regamedll/dlls/training_gamerules.h

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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CHalfLifeTraining: public CHalfLifeMultiplay
{
public:
CHalfLifeTraining();
virtual ~CHalfLifeTraining() {};
virtual BOOL IsMultiplayer() { return FALSE; }
virtual BOOL IsDeathmatch();
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virtual void InitHUD(CBasePlayer *pl);
virtual void PlayerSpawn(CBasePlayer *pPlayer);
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virtual void PlayerThink(CBasePlayer *pPlayer);
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
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virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
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virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
virtual int ItemShouldRespawn(CItem *pItem);
virtual void CheckMapConditions() {};
virtual void CheckWinConditions();
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public:
static void HostageDied();
static bool PlayerCanBuy(CBasePlayer *pPlayer);
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float FillAccountTime;
float ServerRestartTime;
BOOL fInBuyArea;
BOOL fVisitedBuyArea;
bool fVGUIMenus;
};
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enum GrenCatchType : int
{
GRENADETYPE_NONE = 0,
GRENADETYPE_SMOKE,
GRENADETYPE_FLASH,
};
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class CBaseGrenCatch: public CBaseEntity
{
public:
virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Think();
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virtual void Touch(CBaseEntity *pOther);
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public:
static TYPEDESCRIPTION m_SaveData[];
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GrenCatchType m_NeedGrenadeType;
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string_t sTriggerOnGrenade;
string_t sDisableOnGrenade;
bool m_fSmokeTouching;
bool m_fFlashTouched;
};
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const int MAX_ITEM_COUNTS = 32;
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class CFuncWeaponCheck: public CBaseEntity
{
public:
virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Touch(CBaseEntity *pOther);
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public:
static TYPEDESCRIPTION m_SaveData[];
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private:
string_t sTriggerWithItems;
string_t sTriggerNoItems;
string_t sMaster;
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string_t sItemName[MAX_ITEM_COUNTS];
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int iItemCount;
int iAnyWeapon;
};