/* * * 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 { public: CHalfLifeTraining(); virtual ~CHalfLifeTraining() {}; virtual void Think() {} virtual BOOL IsMultiplayer() { return FALSE; } virtual BOOL IsDeathmatch(); virtual void InitHUD(CBasePlayer *pl); virtual void PlayerSpawn(CBasePlayer *pPlayer); virtual void PlayerThink(CBasePlayer *pPlayer); virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer); virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer); virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor); virtual int ItemShouldRespawn(CItem *pItem); virtual void CheckMapConditions() {}; virtual void CheckWinConditions(); public: static void HostageDied(); static bool PlayerCanBuy(CBasePlayer *pPlayer); float FillAccountTime; float ServerRestartTime; BOOL fInBuyArea; BOOL fVisitedBuyArea; bool fVGUIMenus; }; enum GrenCatchType : int { GRENADETYPE_NONE = 0, GRENADETYPE_SMOKE, GRENADETYPE_FLASH, }; class CBaseGrenCatch: public CBaseEntity { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } virtual void Think(); virtual void Touch(CBaseEntity *pOther); public: static TYPEDESCRIPTION m_SaveData[]; GrenCatchType m_NeedGrenadeType; string_t sTriggerOnGrenade; string_t sDisableOnGrenade; bool m_fSmokeTouching; bool m_fFlashTouched; }; const int MAX_ITEM_COUNTS = 32; class CFuncWeaponCheck: public CBaseEntity { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void Touch(CBaseEntity *pOther); public: static TYPEDESCRIPTION m_SaveData[]; private: string_t sTriggerWithItems; string_t sTriggerNoItems; string_t sMaster; string_t sItemName[MAX_ITEM_COUNTS]; int iItemCount; int iAnyWeapon; };