ReGameDLL_CS/regamedll/dlls/singleplay_gamerules.cpp
s1lentq c77486dadd Get rid of spec-crosshair from gameplay. (Useless)
Reworked hookchain's: SetClientUserInfoName, GiveNamedItem
Added hookchain's: DropShield, MakeVIP, MakeBomber, GetIntoGame, Disappear, Radio, StartObserver, OnSpawnEquip
Refactoring
2016-12-07 02:28:33 +07:00

241 lines
5.3 KiB
C++

#include "precompiled.h"
CHalfLifeRules::CHalfLifeRules()
{
m_bFreezePeriod = FALSE;
RefreshSkillData();
}
void CHalfLifeRules::__MAKE_VHOOK(Think)()
{
;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(IsMultiplayer)()
{
return FALSE;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(IsDeathmatch)()
{
return FALSE;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(IsCoOp)()
{
return FALSE;
}
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;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(GetNextBestWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon)
{
return FALSE;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(ClientConnected)(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason)
{
return TRUE;
}
void CHalfLifeRules::__MAKE_VHOOK(InitHUD)(CBasePlayer *pl)
{
;
}
void CHalfLifeRules::__MAKE_VHOOK(ClientDisconnected)(edict_t *pClient)
{
;
}
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;
}
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");
pPlayer->GiveAmmo(24, "45acp");
}
BOOL CHalfLifeRules::__MAKE_VHOOK(AllowAutoTargetCrosshair)()
{
return (g_iSkillLevel == SKILL_EASY);
}
void CHalfLifeRules::__MAKE_VHOOK(PlayerThink)(CBasePlayer *pPlayer)
{
;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(FPlayerCanRespawn)(CBasePlayer *pPlayer)
{
return TRUE;
}
float CHalfLifeRules::__MAKE_VHOOK(FlPlayerSpawnTime)(CBasePlayer *pPlayer)
{
return gpGlobals->time;
}
int CHalfLifeRules::__MAKE_VHOOK(IPointsForKill)(CBasePlayer *pAttacker, CBasePlayer *pKilled)
{
return 1;
}
void CHalfLifeRules::__MAKE_VHOOK(PlayerKilled)(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
;
}
void CHalfLifeRules::__MAKE_VHOOK(DeathNotice)(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
;
}
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
;
}
float CHalfLifeRules::__MAKE_VHOOK(FlWeaponRespawnTime)(CBasePlayerItem *pWeapon)
{
return -1;
}
float CHalfLifeRules::__MAKE_VHOOK(FlWeaponTryRespawn)(CBasePlayerItem *pWeapon)
{
return 0;
}
Vector CHalfLifeRules::__MAKE_VHOOK(VecWeaponRespawnSpot)(CBasePlayerItem *pWeapon)
{
return pWeapon->pev->origin;
}
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();
}
int CHalfLifeRules::__MAKE_VHOOK(WeaponShouldRespawn)(CBasePlayerItem *pWeapon)
{
return GR_WEAPON_RESPAWN_NO;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(CanHaveItem)(CBasePlayer *pPlayer, CItem *pItem)
{
return TRUE;
}
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotItem)(CBasePlayer *pPlayer, CItem *pItem)
{
;
}
int CHalfLifeRules::__MAKE_VHOOK(ItemShouldRespawn)(CItem *pItem)
{
return GR_ITEM_RESPAWN_NO;
}
float CHalfLifeRules::__MAKE_VHOOK(FlItemRespawnTime)(CItem *pItem)
{
return -1;
}
Vector CHalfLifeRules::__MAKE_VHOOK(VecItemRespawnSpot)(CItem *pItem)
{
return pItem->pev->origin;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(IsAllowedToSpawn)(CBaseEntity *pEntity)
{
return TRUE;
}
void CHalfLifeRules::__MAKE_VHOOK(PlayerGotAmmo)(CBasePlayer *pPlayer, char *szName, int iCount)
{
;
}
int CHalfLifeRules::__MAKE_VHOOK(AmmoShouldRespawn)(CBasePlayerAmmo *pAmmo)
{
return GR_AMMO_RESPAWN_NO;
}
float CHalfLifeRules::__MAKE_VHOOK(FlAmmoRespawnTime)(CBasePlayerAmmo *pAmmo)
{
return -1;
}
Vector CHalfLifeRules::__MAKE_VHOOK(VecAmmoRespawnSpot)(CBasePlayerAmmo *pAmmo)
{
return pAmmo->pev->origin;
}
float CHalfLifeRules::__MAKE_VHOOK(FlHealthChargerRechargeTime)()
{
return 0;
}
int CHalfLifeRules::__MAKE_VHOOK(DeadPlayerWeapons)(CBasePlayer *pPlayer)
{
return GR_PLR_DROP_GUN_NO;
}
int CHalfLifeRules::__MAKE_VHOOK(DeadPlayerAmmo)(CBasePlayer *pPlayer)
{
return GR_PLR_DROP_AMMO_NO;
}
int CHalfLifeRules::__MAKE_VHOOK(PlayerRelationship)(CBasePlayer *pPlayer, CBaseEntity *pTarget)
{
// why would a single player in half life need this?
return GR_NOTTEAMMATE;
}
BOOL CHalfLifeRules::__MAKE_VHOOK(FAllowMonsters)()
{
return TRUE;
}