ReGameDLL_CS/regamedll/dlls/singleplay_gamerules.cpp
s1lentq 25f425801a Refactoring and cleanup project.
Removed project bzip2.
CZero: Fix crashing of HostageEscapeState.
2016-02-04 22:45:37 +06:00

281 lines
7.6 KiB
C++

#include "precompiled.h"
/* <1676c5> ../cstrike/dlls/singleplay_gamerules.cpp:32 */
CHalfLifeRules::CHalfLifeRules()
{
m_bFreezePeriod = FALSE;
RefreshSkillData();
}
/* <166d5d> ../cstrike/dlls/singleplay_gamerules.cpp:40 */
void CHalfLifeRules::__MAKE_VHOOK(Think)()
{
;
}
/* <166d83> ../cstrike/dlls/singleplay_gamerules.cpp:46 */
BOOL CHalfLifeRules::__MAKE_VHOOK(IsMultiplayer)()
{
return FALSE;
}
/* <166da9> ../cstrike/dlls/singleplay_gamerules.cpp:53 */
BOOL CHalfLifeRules::__MAKE_VHOOK(IsDeathmatch)()
{
return FALSE;
}
/* <166dcf> ../cstrike/dlls/singleplay_gamerules.cpp:60 */
BOOL CHalfLifeRules::__MAKE_VHOOK(IsCoOp)()
{
return FALSE;
}
/* <166df5> ../cstrike/dlls/singleplay_gamerules.cpp:68 */
BOOL CHalfLifeRules::__MAKE_VHOOK(FShouldSwitchWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
if (!pPlayer->m_pActiveItem)
{
// player doesn't have an active item!
return TRUE;
}
if (!pPlayer->m_pActiveItem->CanHolster())
{
return FALSE;
}
return TRUE;
}
/* <166e38> ../cstrike/dlls/singleplay_gamerules.cpp:86 */
BOOL CHalfLifeRules::__MAKE_VHOOK(GetNextBestWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon)
{
return FALSE;
}
/* <166e7a> ../cstrike/dlls/singleplay_gamerules.cpp:93 */
BOOL CHalfLifeRules::__MAKE_VHOOK(ClientConnected)(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason)
{
return TRUE;
}
/* <166ed8> ../cstrike/dlls/singleplay_gamerules.cpp:98 */
void CHalfLifeRules::__MAKE_VHOOK(InitHUD)(CBasePlayer *pl)
{
;
}
/* <166f0b> ../cstrike/dlls/singleplay_gamerules.cpp:104 */
void CHalfLifeRules::__MAKE_VHOOK(ClientDisconnected)(edict_t *pClient)
{
;
}
/* <166f3f> ../cstrike/dlls/singleplay_gamerules.cpp:110 */
float CHalfLifeRules::__MAKE_VHOOK(FlPlayerFallDamage)(CBasePlayer *pPlayer)
{
// subtract off the speed at which a player is allowed to fall without being hurt,
// so damage will be based on speed beyond that, not the entire fall
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
}
/* <167677> ../cstrike/dlls/singleplay_gamerules.cpp:120 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerSpawn)(CBasePlayer *pPlayer)
{
pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
pPlayer->GiveNamedItem("weapon_knife");
pPlayer->GiveNamedItem("weapon_usp");
pPlayer->GiveNamedItem("weapon_mp5navy");
pPlayer->GiveNamedItem("weapon_hegrenade");
pPlayer->GiveAmmo(60, "9mm", 120);
pPlayer->GiveAmmo(24, "45acp", 100);
}
/* <166f73> ../cstrike/dlls/singleplay_gamerules.cpp:135 */
BOOL CHalfLifeRules::__MAKE_VHOOK(AllowAutoTargetCrosshair)()
{
return (g_iSkillLevel == SKILL_EASY);
}
/* <166f99> ../cstrike/dlls/singleplay_gamerules.cpp:142 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerThink)(CBasePlayer *pPlayer)
{
;
}
/* <166fcd> ../cstrike/dlls/singleplay_gamerules.cpp:149 */
BOOL CHalfLifeRules::__MAKE_VHOOK(FPlayerCanRespawn)(CBasePlayer *pPlayer)
{
return TRUE;
}
/* <167001> ../cstrike/dlls/singleplay_gamerules.cpp:156 */
float CHalfLifeRules::__MAKE_VHOOK(FlPlayerSpawnTime)(CBasePlayer *pPlayer)
{
return gpGlobals->time;
}
/* <167035> ../cstrike/dlls/singleplay_gamerules.cpp:165 */
int CHalfLifeRules::__MAKE_VHOOK(IPointsForKill)(CBasePlayer *pAttacker, CBasePlayer *pKilled)
{
return 1;
}
/* <167077> ../cstrike/dlls/singleplay_gamerules.cpp:173 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerKilled)(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
;
}
/* <1670c7> ../cstrike/dlls/singleplay_gamerules.cpp:180 */
void CHalfLifeRules::__MAKE_VHOOK(DeathNotice)(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
;
}
/* <167117> ../cstrike/dlls/singleplay_gamerules.cpp:188 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
;
}
/* <167159> ../cstrike/dlls/singleplay_gamerules.cpp:196 */
float CHalfLifeRules::__MAKE_VHOOK(FlWeaponRespawnTime)(CBasePlayerItem *pWeapon)
{
return -1;
}
/* <16718d> ../cstrike/dlls/singleplay_gamerules.cpp:206 */
float CHalfLifeRules::__MAKE_VHOOK(FlWeaponTryRespawn)(CBasePlayerItem *pWeapon)
{
return 0;
}
/* <1671c1> ../cstrike/dlls/singleplay_gamerules.cpp:215 */
Vector CHalfLifeRules::__MAKE_VHOOK(VecWeaponRespawnSpot)(CBasePlayerItem *pWeapon)
{
return pWeapon->pev->origin;
}
/* <1675e6> ../cstrike/dlls/singleplay_gamerules.cpp:220 */
edict_t *CHalfLifeRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
{
CBaseEntity *pSpot = UTIL_FindEntityByClassname(NULL, "info_player_start");
if (!pSpot)
{
ALERT(at_error, "PutClientInServer: no info_player_start on level");
return INDEXENT(0);
}
pPlayer->pev->origin = pSpot->pev->origin + Vector(0, 0, 1);
pPlayer->pev->v_angle = g_vecZero;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->angles = pSpot->pev->angles;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->pev->fixangle = 1;
return pSpot->edict();
}
/* <16721c> ../cstrike/dlls/singleplay_gamerules.cpp:243 */
int CHalfLifeRules::__MAKE_VHOOK(WeaponShouldRespawn)(CBasePlayerItem *pWeapon)
{
return GR_WEAPON_RESPAWN_NO;
}
/* <167250> ../cstrike/dlls/singleplay_gamerules.cpp:250 */
BOOL CHalfLifeRules::__MAKE_VHOOK(CanHaveItem)(CBasePlayer *pPlayer, CItem *pItem)
{
return TRUE;
}
/* <167292> ../cstrike/dlls/singleplay_gamerules.cpp:257 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotItem)(CBasePlayer *pPlayer, CItem *pItem)
{
;
}
/* <1672d6> ../cstrike/dlls/singleplay_gamerules.cpp:263 */
int CHalfLifeRules::__MAKE_VHOOK(ItemShouldRespawn)(CItem *pItem)
{
return GR_ITEM_RESPAWN_NO;
}
/* <16730b> ../cstrike/dlls/singleplay_gamerules.cpp:272 */
float CHalfLifeRules::__MAKE_VHOOK(FlItemRespawnTime)(CItem *pItem)
{
return -1;
}
/* <167340> ../cstrike/dlls/singleplay_gamerules.cpp:281 */
Vector CHalfLifeRules::__MAKE_VHOOK(VecItemRespawnSpot)(CItem *pItem)
{
return pItem->pev->origin;
}
/* <16739d> ../cstrike/dlls/singleplay_gamerules.cpp:288 */
BOOL CHalfLifeRules::__MAKE_VHOOK(IsAllowedToSpawn)(CBaseEntity *pEntity)
{
return TRUE;
}
/* <1673d2> ../cstrike/dlls/singleplay_gamerules.cpp:295 */
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotAmmo)(CBasePlayer *pPlayer, char *szName, int iCount)
{
;
}
/* <167425> ../cstrike/dlls/singleplay_gamerules.cpp:301 */
int CHalfLifeRules::__MAKE_VHOOK(AmmoShouldRespawn)(CBasePlayerAmmo *pAmmo)
{
return GR_AMMO_RESPAWN_NO;
}
/* <16745a> ../cstrike/dlls/singleplay_gamerules.cpp:308 */
float CHalfLifeRules::__MAKE_VHOOK(FlAmmoRespawnTime)(CBasePlayerAmmo *pAmmo)
{
return -1;
}
/* <16748f> ../cstrike/dlls/singleplay_gamerules.cpp:315 */
Vector CHalfLifeRules::__MAKE_VHOOK(VecAmmoRespawnSpot)(CBasePlayerAmmo *pAmmo)
{
return pAmmo->pev->origin;
}
/* <1674ec> ../cstrike/dlls/singleplay_gamerules.cpp:322 */
float CHalfLifeRules::__MAKE_VHOOK(FlHealthChargerRechargeTime)()
{
return 0;
}
/* <167512> ../cstrike/dlls/singleplay_gamerules.cpp:329 */
int CHalfLifeRules::__MAKE_VHOOK(DeadPlayerWeapons)(CBasePlayer *pPlayer)
{
return GR_PLR_DROP_GUN_NO;
}
/* <167547> ../cstrike/dlls/singleplay_gamerules.cpp:336 */
int CHalfLifeRules::__MAKE_VHOOK(DeadPlayerAmmo)(CBasePlayer *pPlayer)
{
return GR_PLR_DROP_AMMO_NO;
}
/* <16757c> ../cstrike/dlls/singleplay_gamerules.cpp:343 */
int CHalfLifeRules::__MAKE_VHOOK(PlayerRelationship)(CBasePlayer *pPlayer, CBaseEntity *pTarget)
{
// why would a single player in half life need this?
return GR_NOTTEAMMATE;
}
/* <1675c0> ../cstrike/dlls/singleplay_gamerules.cpp:351 */
BOOL CHalfLifeRules::__MAKE_VHOOK(FAllowMonsters)()
{
return TRUE;
}