mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
d6b59dc0c3
Added checks for null pointers into GetPlayerGaitsequence Fixed mp_nadedrops: If pressed a the button attack before player death, then not drop nades to ground. Compiler: remove rrti, added -ipo Refactoring
142 lines
4.1 KiB
C++
142 lines
4.1 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 TRAINING_GAMERULES_H
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#define TRAINING_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CHalfLifeTraining: public CHalfLifeMultiplay
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{
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public:
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CHalfLifeTraining();
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virtual ~CHalfLifeTraining() {};
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virtual BOOL IsMultiplayer() { return FALSE; }
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virtual BOOL IsDeathmatch();
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virtual void InitHUD(CBasePlayer *pl);
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virtual void PlayerSpawn(CBasePlayer *pPlayer);
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virtual void PlayerThink(CBasePlayer *pPlayer);
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virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
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virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
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virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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virtual int ItemShouldRespawn(CItem *pItem);
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virtual void CheckMapConditions() {};
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virtual void CheckWinConditions();
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#ifdef HOOK_GAMEDLL
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BOOL IsDeathmatch_();
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void InitHUD_(CBasePlayer *pl);
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void PlayerSpawn_(CBasePlayer *pPlayer);
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void PlayerThink_(CBasePlayer *pPlayer);
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BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
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edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
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void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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int ItemShouldRespawn_(CItem *pItem);
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void CheckWinConditions_();
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#endif
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public:
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static void HostageDied();
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static bool PlayerCanBuy(CBasePlayer *pPlayer);
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float FillAccountTime;
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float ServerRestartTime;
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BOOL fInBuyArea;
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BOOL fVisitedBuyArea;
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bool fVGUIMenus;
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};
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class CBaseGrenCatch: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Think();
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virtual void Touch(CBaseEntity *pOther);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Think_();
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void Touch_(CBaseEntity *pOther);
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#endif
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[5];
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int m_NeedGrenadeType;
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string_t sTriggerOnGrenade;
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string_t sDisableOnGrenade;
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bool m_fSmokeTouching;
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bool m_fFlashTouched;
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};
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class CFuncWeaponCheck: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Touch(CBaseEntity *pOther);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Touch_(CBaseEntity *pOther);
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#endif
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[6];
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private:
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string_t sTriggerWithItems;
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string_t sTriggerNoItems;
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string_t sMaster;
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unsigned int sItemName[32];
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int iItemCount;
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int iAnyWeapon;
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};
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#endif // TRAINING_GAMERULES_H
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