#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", 120); pPlayer->GiveAmmo(24, "45acp", 100); } 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; }