ReGameDLL_CS/regamedll/dlls/training_gamerules.h
s1lentq 9b955f2672 Regamedll API WIP: Added new interfaces-objects
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay
Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
2016-03-17 23:58:24 +06:00

140 lines
4.1 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.
*
*/
#ifndef TRAINING_GAMERULES_H
#define TRAINING_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
class CHalfLifeTraining: public CHalfLifeMultiplay
{
public:
CHalfLifeTraining();
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();
#ifdef HOOK_GAMEDLL
BOOL IsDeathmatch_();
void InitHUD_(CBasePlayer *pl);
void PlayerSpawn_(CBasePlayer *pPlayer);
void PlayerThink_(CBasePlayer *pPlayer);
BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
int ItemShouldRespawn_(CItem *pItem);
void CheckWinConditions_();
#endif
public:
static void HostageDied();
static bool PlayerCanBuy(CBasePlayer *pPlayer);
float FillAccountTime;
float ServerRestartTime;
BOOL fInBuyArea;
BOOL fVisitedBuyArea;
bool fVGUIMenus;
};
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);
#ifdef HOOK_GAMEDLL
void Spawn_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Think_();
void Touch_(CBaseEntity *pOther);
#endif
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[5];
int m_NeedGrenadeType;
string_t sTriggerOnGrenade;
string_t sDisableOnGrenade;
bool m_fSmokeTouching;
bool m_fFlashTouched;
};
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);
#ifdef HOOK_GAMEDLL
void Spawn_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Touch_(CBaseEntity *pOther);
#endif
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[6];
private:
string_t sTriggerWithItems;
string_t sTriggerNoItems;
string_t sMaster;
unsigned int sItemName[32];
int iItemCount;
int iAnyWeapon;
};
#endif // TRAINING_GAMERULES_H