ReGameDLL_CS/regamedll/dlls/gamerules.cpp
s1lentq 3d252fe527 Refactoring and cleanup.
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other)
Added command line option `-bots` to run bots in CS 1.6
Removed the tests demo record/player from myself the project and also dependency of the steam library.
Fixed the progress bar when generating a nav file.
2016-02-23 05:23:45 +06:00

126 lines
2.7 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
CGameRules *g_pGameRules = NULL;
#endif
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;
}
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 = pentSpawnSpot->v.origin + Vector(0, 0, 1);
#else
// TODO: fix test demo
pPlayer->pev->origin = pentSpawnSpot->v.origin;
pPlayer->pev->origin.z += 1;
#endif
pPlayer->pev->v_angle = g_vecZero;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->angles = pentSpawnSpot->v.angles;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->pev->fixangle = 1;
return pentSpawnSpot;
}
BOOL CGameRules::__MAKE_VHOOK(CanHavePlayerItem)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
// only living players can have items
if (pPlayer->pev->deadflag != DEAD_NO)
{
return FALSE;
}
if (pPlayer->IsBot() && TheCSBots() != NULL && !TheCSBots()->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;
}
void CGameRules::__MAKE_VHOOK(RefreshSkillData)()
{
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;
}
CGameRules *InstallGameRules()
{
SERVER_COMMAND("exec game.cfg\n");
SERVER_EXECUTE();
if (!gpGlobals->deathmatch)
return new CHalfLifeTraining;
return new CHalfLifeMultiplay;
}