mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
147 lines
4.4 KiB
C++
147 lines
4.4 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef TUTOR_CS_STATES_H
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#define TUTOR_CS_STATES_H
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#ifdef _WIN32
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#pragma once
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#endif
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// unknown flags
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#define TUTOR_STATE_FLAG_1 0x00000014
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#define TUTOR_STATE_FLAG_2 0x00000013
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enum TutorStateType
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{
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TUTORSTATE_UNDEFINED = 0,
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TUTORSTATE_LOOKING_FOR_HOSTAGE,
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TUTORSTATE_ESCORTING_HOSTAGE,
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TUTORSTATE_LOOKING_FOR_LOST_HOSTAGE,
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TUTORSTATE_FOLLOWING_HOSTAGE_ESCORT,
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TUTORSTATE_MOVING_TO_BOMBSITE,
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TUTORSTATE_LOOKING_FOR_BOMB_CARRIER,
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TUTORSTATE_GUARDING_LOOSE_BOMB,
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TUTORSTATE_DEFUSING_BOMB,
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TUTORSTATE_GUARDING_HOSTAGE,
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TUTORSTATE_MOVING_TO_INTERCEPT_ENEMY,
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TUTORSTATE_LOOKING_FOR_HOSTAGE_ESCORT,
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TUTORSTATE_ATTACKING_HOSTAGE_ESCORT,
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TUTORSTATE_ESCORTING_BOMB_CARRIER,
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TUTORSTATE_MOVING_TO_BOMB_SITE,
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TUTORSTATE_PLANTING_BOMB,
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TUTORSTATE_GUARDING_BOMB,
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TUTORSTATE_LOOKING_FOR_LOOSE_BOMB,
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TUTORSTATE_RUNNING_AWAY_FROM_TICKING_BOMB,
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TUTORSTATE_BUYTIME,
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TUTORSTATE_WAITING_FOR_START,
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};
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class CCSTutorStateSystem: public CBaseTutorStateSystem
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{
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public:
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CCSTutorStateSystem();
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virtual ~CCSTutorStateSystem();
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virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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virtual char *GetCurrentStateString();
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#ifdef HOOK_GAMEDLL
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bool UpdateState_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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char *GetCurrentStateString_();
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CBaseTutorState *ConstructNewState_(int stateType);
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#endif
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protected:
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virtual CBaseTutorState *ConstructNewState(int stateType);
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};
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class CCSTutorUndefinedState: public CBaseTutorState
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{
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public:
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CCSTutorUndefinedState();
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virtual ~CCSTutorUndefinedState();
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virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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virtual char *GetStateString();
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#ifdef HOOK_GAMEDLL
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int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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char *GetStateString_();
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#endif
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protected:
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int HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other);
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};
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class CCSTutorWaitingForStartState: public CBaseTutorState
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{
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public:
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CCSTutorWaitingForStartState();
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virtual ~CCSTutorWaitingForStartState();
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virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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virtual char *GetStateString();
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#ifdef HOOK_GAMEDLL
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int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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char *GetStateString_();
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#endif
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protected:
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int HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other);
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int HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other);
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};
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class CCSTutorBuyMenuState: public CBaseTutorState
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{
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public:
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CCSTutorBuyMenuState();
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virtual ~CCSTutorBuyMenuState();
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virtual int CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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virtual char *GetStateString();
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#ifdef HOOK_GAMEDLL
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int CheckForStateTransition_(GameEventType event, CBaseEntity *entity, CBaseEntity *other);
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char *GetStateString_();
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#endif
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protected:
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int HandleRoundStart(CBaseEntity *entity, CBaseEntity *other);
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};
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#endif // TUTOR_CS_STATES_H
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