#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL CHalfLifeMultiplay *g_pGameRules = NULL; #else //HOOK_GAMEDLL CHalfLifeMultiplay *g_pGameRules; #endif //HOOK_GAMEDLL /* ../cstrike/dlls/gamerules.cpp:36 */ BOOL CGameRules::__MAKE_VHOOK(CanHaveAmmo)(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) { int iAmmoIndex; if (pszAmmoName != NULL) { iAmmoIndex = pPlayer->GetAmmoIndex(pszAmmoName); if (iAmmoIndex > -1) { if (pPlayer->AmmoInventory(iAmmoIndex) < iMaxCarry) { // player has room for more of this type of ammo return TRUE; } } } return FALSE; } /* ../cstrike/dlls/gamerules.cpp:59 */ edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer) { edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer); pPlayer->pev->origin = VARS(pentSpawnSpot)->origin;// + Vector(0, 0, 1); pPlayer->pev->origin.z += 1; pPlayer->pev->v_angle = g_vecZero; pPlayer->pev->velocity = g_vecZero; pPlayer->pev->angles = VARS(pentSpawnSpot)->angles; pPlayer->pev->punchangle = g_vecZero; pPlayer->pev->fixangle = 1; return pentSpawnSpot; } /* ../cstrike/dlls/gamerules.cpp:75 */ BOOL CGameRules::__MAKE_VHOOK(CanHavePlayerItem)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { // only living players can have items if (pPlayer->pev->deadflag != DEAD_NO) { return FALSE; } CCSBotManager *ctrl = TheCSBots(); if (pPlayer->IsBot() && !ctrl->IsWeaponUseable(pWeapon)) { return FALSE; } if (pWeapon->pszAmmo1()) { if (!CanHaveAmmo(pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1())) { // we can't carry anymore ammo for this gun. We can only // have the gun if we aren't already carrying one of this type if (pPlayer->HasPlayerItem(pWeapon)) { return FALSE; } } } else { // weapon doesn't use ammo, don't take another if you already have it. if (pPlayer->HasPlayerItem(pWeapon)) { return FALSE; } } // note: will fall through to here if GetItemInfo doesn't fill the struct! return TRUE; } /* ../cstrike/dlls/gamerules.cpp:119 */ void CGameRules::__MAKE_VHOOK(RefreshSkillData)(void) { int iSkill = (int)CVAR_GET_FLOAT("skill"); if (iSkill < 1) iSkill = 1; else if (iSkill > 3) iSkill = 3; gSkillData.iSkillLevel = iSkill; ALERT(at_console, "\nGAME SKILL LEVEL:%d\n", iSkill); gSkillData.monDmg12MM = 8; gSkillData.monDmgMP5 = 3; gSkillData.monDmg9MM = 5; gSkillData.suitchargerCapacity = 75; gSkillData.batteryCapacity = 15; gSkillData.healthchargerCapacity = 50; gSkillData.healthkitCapacity = 15; } void (*pInstallGameRules)(void); /* ../cstrike/dlls/gamerules.cpp:157 */ NOBODY __declspec(naked) CGameRules *InstallGameRules(void) { __asm { jmp pInstallGameRules } #if 0 SERVER_COMMAND("exec game.cfg\n"); SERVER_EXECUTE(); if (!gpGlobals->deathmatch) { return new CHalfLifeTraining; } return new CHalfLifeMultiplay; #endif } #ifdef HOOK_GAMEDLL void CGameRules::RefreshSkillData(void) { RefreshSkillData_(); } edict_t *CGameRules::GetPlayerSpawnSpot(CBasePlayer *pPlayer) { return GetPlayerSpawnSpot_(pPlayer); } BOOL CGameRules::CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { return CanHavePlayerItem_(pPlayer, pWeapon); } BOOL CGameRules::CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) { return CanHaveAmmo_(pPlayer, pszAmmoName, iMaxCarry); } #endif // HOOK_GAMEDLL