ReChecker/dlls/training_gamerules.h
s1lentq fc73912229 Update rehlsdk
Added support ReHLDS API 3.X
Refactoring
2022-09-25 00:01:42 +07:00

85 lines
2.9 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CHalfLifeTraining: public CHalfLifeMultiplay {
protected:
virtual ~CHalfLifeTraining() {};
public:
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual void CheckMapConditions() = 0;
virtual void CheckWinConditions() = 0;
public:
float FillAccountTime;
float ServerRestartTime;
BOOL fInBuyArea;
BOOL fVisitedBuyArea;
bool fVGUIMenus;
};
class CBaseGrenCatch: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
int m_NeedGrenadeType;
string_t sTriggerOnGrenade;
string_t sDisableOnGrenade;
bool m_fSmokeTouching;
bool m_fFlashTouched;
};
class CFuncWeaponCheck: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
private:
string_t sTriggerWithItems;
string_t sTriggerNoItems;
string_t sMaster;
unsigned int sItemName[32];
int iItemCount;
int iAnyWeapon;
};