#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL CHalfLifeMultiplay *g_pGameRules = NULL; #else //HOOK_GAMEDLL CHalfLifeMultiplay *g_pGameRules; #endif //HOOK_GAMEDLL /* ../cstrike/dlls/gamerules.cpp:36 */ BOOL CGameRules::CanHaveAmmo_(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) { if (pszAmmoName) { int iAmmoIndex = pPlayer->GetAmmoIndex(pszAmmoName); if (iAmmoIndex > -1) { if (pPlayer->AmmoInventory(iAmmoIndex) < iMaxCarry) return TRUE; } } return FALSE; } /* ../cstrike/dlls/gamerules.cpp:59 */ NOBODY edict_t *CGameRules::GetPlayerSpawnSpot_(CBasePlayer *pPlayer) { // { // edict_t *pentSpawnSpot; // 61 // VARS(edict_t *pent); // 66 // VARS(edict_t *pent); // 63 // operator+(const Vector *const this, // const Vector &v); // 63 // } } /* ../cstrike/dlls/gamerules.cpp:75 */ NOBODY BOOL CGameRules::CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { /*if (pPlayer->pev->deadflag != DEAD_NO) return FALSE; CCSBotManager *ctrl = TheCSBots(); if (!pPlayer->AddPlayerItem(pWeapon) || ctrl->IsWeaponUseable(pWeapon)) { // TODO: check it if (pWeapon->pszAmmo1() && CanHaveAmmo(pPlayer,pWeapon->pszAmmo1(),pWeapon->iMaxAmmo1()) || !pPlayer->HasPlayerItem(pWeapon)) { return TRUE; } }*/ return FALSE; } /* ../cstrike/dlls/gamerules.cpp:119 */ void CGameRules::RefreshSkillData_(void) { 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; } /* ../cstrike/dlls/gamerules.cpp:157 */ NOBODY CGameRules *InstallGameRules(void) { SERVER_COMMAND("exec game.cfg\n"); SERVER_EXECUTE(); if (!gpGlobals->deathmatch) return new CHalfLifeTraining; return new CHalfLifeMultiplay; } #ifdef HOOK_GAMEDLL BOOL CGameRules::CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) { return CanHaveAmmo_(pPlayer,pszAmmoName,iMaxCarry); } edict_t *CGameRules::GetPlayerSpawnSpot(CBasePlayer *pPlayer) { return GetPlayerSpawnSpot_(pPlayer); } BOOL CGameRules::CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { return CanHavePlayerItem_(pPlayer,pWeapon); } void CGameRules::RefreshSkillData(void) { RefreshSkillData_(); } #endif // HOOK_GAMEDLL