ReGameDLL_CS/regamedll/dlls/gamerules.cpp
2016-01-19 18:05:41 +06:00

173 lines
3.8 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
CHalfLifeMultiplay *g_pGameRules = NULL;
#else //HOOK_GAMEDLL
CHalfLifeMultiplay *g_pGameRules;
#endif //HOOK_GAMEDLL
/* <ad93d> ../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;
}
/* <ad89d> ../cstrike/dlls/gamerules.cpp:59 */
edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
// gat valid spawn point
edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);
// Move the player to the place it said.
#ifndef PLAY_GAMEDLL
pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0, 0, 1);
#else
// TODO: fix test demo
pPlayer->pev->origin = VARS(pentSpawnSpot)->origin;
pPlayer->pev->origin.z += 1;
#endif // PLAY_GAMEDLL
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;
}
/* <ad9a3> ../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 != NULL && !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;
}
/* <ad85d> ../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);
/* <ada23> ../cstrike/dlls/gamerules.cpp:157 */
#ifdef HOOK_GAMEDLL
NOBODY __declspec(naked) CGameRules *InstallGameRules(void)
{
__asm
{
jmp pInstallGameRules
}
}
#else
CGameRules *InstallGameRules(void)
{
SERVER_COMMAND("exec game.cfg\n");
SERVER_EXECUTE();
if (!gpGlobals->deathmatch)
return new CHalfLifeTraining;
return new CHalfLifeMultiplay;
}
#endif // HOOK_GAMEDLL
#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