mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
2f82bb17ae
Better implemented static members by all objects of the class MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder) Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
643 lines
22 KiB
C++
643 lines
22 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 GAMERULES_H
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#define GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "game_shared/voice_gamemgr.h"
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#define COM_TOKEN_LEN 1500
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#define MAX_RULE_BUFFER 1024
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#define MAX_VOTE_MAPS 100
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#define ITEM_RESPAWN_TIME 30
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#define MAX_VIP_QUEUES 5
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enum
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{
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GR_NONE = 0,
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GR_WEAPON_RESPAWN_YES,
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GR_WEAPON_RESPAWN_NO,
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GR_AMMO_RESPAWN_YES,
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GR_AMMO_RESPAWN_NO,
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GR_ITEM_RESPAWN_YES,
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GR_ITEM_RESPAWN_NO,
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GR_PLR_DROP_GUN_ALL,
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GR_PLR_DROP_GUN_ACTIVE,
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GR_PLR_DROP_GUN_NO,
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GR_PLR_DROP_AMMO_ALL,
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GR_PLR_DROP_AMMO_ACTIVE,
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GR_PLR_DROP_AMMO_NO,
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};
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enum
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{
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GR_NOTTEAMMATE = 0,
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GR_TEAMMATE,
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GR_ENEMY,
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GR_ALLY,
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GR_NEUTRAL,
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};
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class CItem;
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/* <166901> ../cstrike/dlls/gamerules.h:86 */
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class CGameRules
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{
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public:
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virtual void RefreshSkillData(void);
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virtual void Think(void) = 0;
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virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
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virtual BOOL FAllowFlashlight(void) = 0;
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virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
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virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
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virtual BOOL IsMultiplayer(void) = 0;
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virtual BOOL IsDeathmatch(void) = 0;
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virtual BOOL IsTeamplay(void)
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{
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return FALSE;
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}
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virtual BOOL IsCoOp(void) = 0;
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virtual const char *GetGameDescription(void)
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{
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return "Counter-Strike";
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}
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virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0;
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virtual void InitHUD(CBasePlayer *pl) = 0;
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virtual void ClientDisconnected(edict_t *pClient) = 0;
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virtual void UpdateGameMode(CBasePlayer *pPlayer) {}
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virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
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virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker)
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{
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return TRUE;
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}
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virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target)
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{
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return TRUE;
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}
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virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
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virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
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virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
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virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
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NOBODY virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
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virtual BOOL AllowAutoTargetCrosshair(void)
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{
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return TRUE;
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}
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virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd)
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{
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return FALSE;
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}
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd)
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{
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return FALSE;
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}
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virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) {}
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virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
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virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
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virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0;
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NOBODY virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem);
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virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
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virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
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virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
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virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
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virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
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virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
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virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
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virtual int ItemShouldRespawn(CItem *pItem) = 0;
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virtual float FlItemRespawnTime(CItem *pItem) = 0;
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virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
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virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
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virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
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virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
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virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
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virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
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virtual float FlHealthChargerRechargeTime(void) = 0;
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virtual float FlHEVChargerRechargeTime(void)
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{
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return 0.0f;
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}
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virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
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virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
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virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
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virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
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virtual int GetTeamIndex(const char *pTeamName)
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{
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return -1;
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}
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virtual const char *GetIndexedTeamName(int teamIndex)
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{
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return "";
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}
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virtual BOOL IsValidTeam(const char *pTeamName)
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{
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return TRUE;
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}
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virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) {}
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virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer)
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{
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return "";
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}
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virtual BOOL PlayTextureSounds(void)
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{
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return TRUE;
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}
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virtual BOOL FAllowMonsters(void) = 0;
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virtual void EndMultiplayerGame(void) {}
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virtual BOOL IsFreezePeriod(void)
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{
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return m_bFreezePeriod;
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}
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virtual void ServerDeactivate(void) {}
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virtual void CheckMapConditions(void) {}
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#ifdef HOOK_GAMEDLL
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void RefreshSkillData_(void);
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NOBODY edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
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NOBODY BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pItem);
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BOOL CanHaveAmmo_(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
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#endif // HOOK_GAMEDLL
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public:
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//int **_vptr.CGameRules;
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BOOL m_bFreezePeriod;
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BOOL m_bBombDropped;
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};/* size: 12, cachelines: 1, members: 3 */
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class CHalfLifeRules: public CGameRules
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{
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public:
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CHalfLifeRules(void);
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virtual void Think(void);
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virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
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virtual BOOL FAllowFlashlight(void)
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{
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return TRUE;
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};
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virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
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virtual BOOL IsMultiplayer(void);
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virtual BOOL IsDeathmatch(void);
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virtual BOOL IsCoOp(void);
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virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
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virtual void InitHUD(CBasePlayer *pl);
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virtual void ClientDisconnected(edict_t *pClient);
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virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
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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 float FlPlayerSpawnTime(CBasePlayer *pPlayer);
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virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
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virtual BOOL AllowAutoTargetCrosshair(void);
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virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
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virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
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virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
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virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
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virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
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virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
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virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
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virtual int ItemShouldRespawn(CItem *pItem);
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virtual float FlItemRespawnTime(CItem *pItem);
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virtual Vector VecItemRespawnSpot(CItem *pItem);
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virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
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virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
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virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
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virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
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virtual float FlHealthChargerRechargeTime(void);
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virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
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virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
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virtual const char *GetTeamID(CBaseEntity *pEntity)
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{
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return "";
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};
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virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
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virtual BOOL FAllowMonsters(void);
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#ifdef HOOK_GAMEDLL
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void PlayerSpawn_(CBasePlayer *pPlayer);
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#endif // HOOK_GAMEDLL
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};/* size: 12, cachelines: 1, members: 1 */
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class CHalfLifeMultiplay: public CGameRules
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{
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public:
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CHalfLifeMultiplay(void);
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public:
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virtual void RefreshSkillData(void);
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NOBODY virtual void Think(void);
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NOBODY virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
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virtual BOOL FAllowFlashlight(void);
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virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
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virtual BOOL IsMultiplayer(void);
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NOBODY virtual BOOL IsDeathmatch(void);
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NOBODY virtual BOOL IsCoOp(void);
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NOBODY virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
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NOBODY virtual void InitHUD(CBasePlayer *pl);
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NOBODY virtual void ClientDisconnected(edict_t *pClient);
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NOBODY virtual void UpdateGameMode(CBasePlayer *pPlayer);
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NOBODY virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
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NOBODY virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
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NOBODY virtual void PlayerSpawn(CBasePlayer *pPlayer);
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NOBODY virtual void PlayerThink(CBasePlayer *pPlayer);
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NOBODY virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
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NOBODY virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer);
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NOBODY virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
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NOBODY virtual BOOL AllowAutoTargetCrosshair(void);
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NOBODY virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd);
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NOBODY virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
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NOBODY virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer);
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NOBODY virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
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NOBODY virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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NOBODY virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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NOBODY virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
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NOBODY virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
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NOBODY virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
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NOBODY virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
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virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
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virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
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virtual int ItemShouldRespawn(CItem *pItem);
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virtual float FlItemRespawnTime(CItem *pItem);
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virtual Vector VecItemRespawnSpot(CItem *pItem);
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NOBODY virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
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virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
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virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
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virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
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NOBODY virtual float FlHealthChargerRechargeTime(void);
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NOBODY virtual float FlHEVChargerRechargeTime(void);
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NOBODY virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
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NOBODY virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
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virtual const char *GetTeamID(CBaseEntity *pEntity)
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{
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return "";
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}
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NOBODY virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
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virtual BOOL PlayTextureSounds(void)
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{
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return FALSE;
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}
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NOBODY virtual BOOL FAllowMonsters(void);
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virtual void EndMultiplayerGame(void)
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{
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GoToIntermission();
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};
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NOBODY virtual void ServerDeactivate(void);
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NOBODY virtual void CheckMapConditions(void);
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NOBODY virtual void CleanUpMap(void);
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NOBODY virtual void RestartRound(void);
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NOBODY virtual void CheckWinConditions(void);
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virtual void RemoveGuns(void);
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NOBODY virtual void GiveC4(void);
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NOBODY virtual void ChangeLevel(void);
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NOBODY virtual void GoToIntermission(void);
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#ifdef HOOK_GAMEDLL
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void RefreshSkillData_(void);
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void Think_(void);
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BOOL IsAllowedToSpawn_(CBaseEntity *pEntity);
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BOOL FAllowFlashlight_(void);
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BOOL FShouldSwitchWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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BOOL GetNextBestWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
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BOOL IsMultiplayer_(void);
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BOOL IsDeathmatch_(void);
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BOOL IsCoOp_(void);
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BOOL ClientConnected_(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
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void InitHUD_(CBasePlayer *pl);
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void ClientDisconnected_(edict_t *pClient);
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void UpdateGameMode_(CBasePlayer *pPlayer);
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float FlPlayerFallDamage_(CBasePlayer *pPlayer);
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BOOL FPlayerCanTakeDamage_(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
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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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float FlPlayerSpawnTime_(CBasePlayer *pPlayer);
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edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
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BOOL AllowAutoTargetCrosshair_(void);
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BOOL ClientCommand_DeadOrAlive_(CBasePlayer *pPlayer, const char *pcmd);
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BOOL ClientCommand_(CBasePlayer *pPlayer, const char *pcmd);
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void ClientUserInfoChanged_(CBasePlayer *pPlayer, char *infobuffer);
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int IPointsForKill_(CBasePlayer *pAttacker, CBasePlayer *pKilled);
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void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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void DeathNotice_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
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BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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void PlayerGotWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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int WeaponShouldRespawn_(CBasePlayerItem *pWeapon);
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float FlWeaponRespawnTime_(CBasePlayerItem *pWeapon);
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float FlWeaponTryRespawn_(CBasePlayerItem *pWeapon);
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Vector VecWeaponRespawnSpot_(CBasePlayerItem *pWeapon);
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BOOL CanHaveItem_(CBasePlayer *pPlayer, CItem *pItem);
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void PlayerGotItem_(CBasePlayer *pPlayer, CItem *pItem);
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int ItemShouldRespawn_(CItem *pItem);
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float FlItemRespawnTime_(CItem *pItem);
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Vector VecItemRespawnSpot_(CItem *pItem);
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void PlayerGotAmmo_(CBasePlayer *pPlayer, char *szName, int iCount);
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int AmmoShouldRespawn_(CBasePlayerAmmo *pAmmo);
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float FlAmmoRespawnTime_(CBasePlayerAmmo *pAmmo);
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Vector VecAmmoRespawnSpot_(CBasePlayerAmmo *pAmmo);
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float FlHealthChargerRechargeTime_(void);
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float FlHEVChargerRechargeTime_(void);
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int DeadPlayerWeapons_(CBasePlayer *pPlayer);
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int DeadPlayerAmmo_(CBasePlayer *pPlayer);
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int PlayerRelationship_(CBasePlayer *pPlayer, CBaseEntity *pTarget);
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BOOL FAllowMonsters_(void);
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void ServerDeactivate_(void);
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void CheckMapConditions_(void);
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void CleanUpMap_(void);
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void RestartRound_(void);
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void CheckWinConditions_(void);
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void RemoveGuns_(void);
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void GiveC4_(void);
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void ChangeLevel_(void);
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void GoToIntermission_(void);
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#endif // HOOK_GAMEDLL
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public:
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BOOL IsCareer(void);
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NOBODY void QueueCareerRoundEndMenu(float tmDelay, int iWinStatus);
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NOBODY void SetCareerMatchLimit(int minWins, int winDifference);
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NOBODY bool IsInCareerRound(void);
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NOBODY void CareerRestart(void);
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bool ShouldSkipSpawn(void)
|
|
{
|
|
return m_bSkipSpawn;
|
|
}
|
|
void MarkSpawnSkipped(void)
|
|
{
|
|
m_bSkipSpawn = false;
|
|
}
|
|
NOBODY void PlayerJoinedTeam(CBasePlayer *pPlayer);
|
|
float TimeRemaining(void)
|
|
{
|
|
return m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount;
|
|
}
|
|
NOBODY BOOL TeamFull(int team_id);
|
|
NOBODY BOOL TeamStacked(int newTeam_id, int curTeam_id);
|
|
NOBODY bool IsVIPQueueEmpty(void);
|
|
NOBODY bool AddToVIPQueue(CBasePlayer *toAdd);
|
|
NOBODY void PickNextVIP(void);
|
|
NOBODY void StackVIPQueue(void);
|
|
NOBODY void ResetCurrentVIP(void);
|
|
NOBODY void BalanceTeams(void);
|
|
NOBODY void SwapAllPlayers(void);
|
|
NOBODY void UpdateTeamScores(void);
|
|
NOBODY void DisplayMaps(CBasePlayer *player, int iVote);
|
|
NOBODY void ResetAllMapVotes(void);
|
|
NOBODY void ProcessMapVote(CBasePlayer *player, int iVote);
|
|
NOBODY BOOL IsThereABomber(void);
|
|
NOBODY BOOL IsThereABomb(void);
|
|
NOBODY bool IsMatchStarted(void);
|
|
NOBODY void SendMOTDToClient(edict_t *client);
|
|
private:
|
|
NOBODY bool HasRoundTimeExpired(void);
|
|
NOBODY bool IsBombPlanted(void);
|
|
NOBODY void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam);
|
|
|
|
inline void TerminateRound(float tmDelay, int iWinStatus)
|
|
{
|
|
m_iRoundWinStatus = iWinStatus;
|
|
m_bRoundTerminating = true;
|
|
m_fTeamCount = gpGlobals->time + tmDelay;
|
|
}
|
|
public:
|
|
CVoiceGameMgr m_VoiceGameMgr;
|
|
float m_fTeamCount;
|
|
float m_flCheckWinConditions;
|
|
float m_fRoundCount;
|
|
int m_iRoundTime;
|
|
int m_iRoundTimeSecs;
|
|
int m_iIntroRoundTime;
|
|
float m_fIntroRoundCount;
|
|
int m_iAccountTerrorist;
|
|
int m_iAccountCT;
|
|
int m_iNumTerrorist;
|
|
int m_iNumCT;
|
|
int m_iNumSpawnableTerrorist;
|
|
int m_iNumSpawnableCT;
|
|
int m_iSpawnPointCount_Terrorist;
|
|
int m_iSpawnPointCount_CT;
|
|
int m_iHostagesRescued;
|
|
int m_iHostagesTouched;
|
|
int m_iRoundWinStatus;
|
|
short m_iNumCTWins;
|
|
short m_iNumTerroristWins;
|
|
bool m_bTargetBombed;
|
|
bool m_bBombDefused;
|
|
bool m_bMapHasBombTarget;
|
|
bool m_bMapHasBombZone;
|
|
bool m_bMapHasBuyZone;
|
|
bool m_bMapHasRescueZone;
|
|
bool m_bMapHasEscapeZone;
|
|
int m_iMapHasVIPSafetyZone;
|
|
int m_bMapHasCameras;
|
|
int m_iC4Timer;
|
|
int m_iC4Guy;
|
|
int m_iLoserBonus;
|
|
int m_iNumConsecutiveCTLoses;
|
|
int m_iNumConsecutiveTerroristLoses;
|
|
float m_fMaxIdlePeriod;
|
|
int m_iLimitTeams;
|
|
bool m_bLevelInitialized;
|
|
bool m_bRoundTerminating;
|
|
bool m_bCompleteReset;
|
|
float m_flRequiredEscapeRatio;
|
|
int m_iNumEscapers;
|
|
int m_iHaveEscaped;
|
|
bool m_bCTCantBuy;
|
|
bool m_bTCantBuy;
|
|
float m_flBombRadius;
|
|
int m_iConsecutiveVIP;
|
|
int m_iTotalGunCount;
|
|
int m_iTotalGrenadeCount;
|
|
int m_iTotalArmourCount;
|
|
int m_iUnBalancedRounds;
|
|
int m_iNumEscapeRounds;
|
|
int m_iMapVotes[ MAX_VOTE_MAPS ];
|
|
int m_iLastPick;
|
|
int m_iMaxMapTime;
|
|
int m_iMaxRounds;
|
|
int m_iTotalRoundsPlayed;
|
|
int m_iMaxRoundsWon;
|
|
int m_iStoredSpectValue;
|
|
float m_flForceCameraValue;
|
|
float m_flForceChaseCamValue;
|
|
float m_flFadeToBlackValue;
|
|
CBasePlayer *m_pVIP;
|
|
CBasePlayer *VIPQueue[ MAX_VIP_QUEUES ];
|
|
protected:
|
|
float m_flIntermissionEndTime;
|
|
float m_flIntermissionStartTime;
|
|
BOOL m_iEndIntermissionButtonHit;
|
|
float m_tmNextPeriodicThink;
|
|
bool m_bFirstConnected;
|
|
bool m_bInCareerGame;
|
|
float m_fCareerRoundMenuTime;
|
|
int m_iCareerMatchWins;
|
|
int m_iRoundWinDifference;
|
|
float m_fCareerMatchMenuTime;
|
|
bool m_bSkipSpawn;
|
|
|
|
};/* size: 708, cachelines: 12, members: 76 */
|
|
|
|
typedef struct mapcycle_item_s
|
|
{
|
|
struct mapcycle_item_s *next;
|
|
char mapname[32];
|
|
int minplayers;
|
|
int maxplayers;
|
|
char rulebuffer[MAX_RULE_BUFFER];
|
|
} mapcycle_item_t;
|
|
/* size: 1068, cachelines: 17, members: 5 */
|
|
|
|
typedef struct mapcycle_s
|
|
{
|
|
struct mapcycle_item_s *items;
|
|
struct mapcycle_item_s *next_item;
|
|
} mapcycle_t;
|
|
/* size: 8, cachelines: 1, members: 2 */
|
|
|
|
/* <11192b> ../cstrike/dlls/multiplay_gamerules.cpp:257 */
|
|
class CMapInfo: public CPointEntity
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_(void);
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
public:
|
|
int m_iBuyingStatus;
|
|
float m_flBombRadius;
|
|
|
|
};/* size: 160, cachelines: 3, members: 3 */
|
|
|
|
/* <111732> ../cstrike/dlls/multiplay_gamerules.cpp:292 */
|
|
class CCStrikeGameMgrHelper: public IVoiceGameMgrHelper
|
|
{
|
|
public:
|
|
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pSender)
|
|
{
|
|
return CanPlayerHearPlayer_(pListener, pSender);
|
|
}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
bool CanPlayerHearPlayer_(CBasePlayer *pListener, CBasePlayer *pSender)
|
|
{
|
|
if (!pSender->IsPlayer() || pListener->m_iTeam != pSender->m_iTeam)
|
|
return false;
|
|
|
|
BOOL bListenerAlive = pListener->IsAlive();
|
|
BOOL bSenderAlive = pSender->IsAlive();
|
|
|
|
if (pListener->IsObserver())
|
|
return true;
|
|
|
|
if (bListenerAlive)
|
|
{
|
|
if (!bSenderAlive)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (bSenderAlive)
|
|
return true;
|
|
}
|
|
|
|
return (bListenerAlive == bSenderAlive);
|
|
}
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
};/* size: 4, cachelines: 1, members: 1 */
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
#define g_pGameRules (*pg_pGameRules)
|
|
#define g_GameMgrHelper (*pg_GameMgrHelper)
|
|
#define sv_clienttrace (*psv_clienttrace)
|
|
#define g_pMPGameRules (*pg_pMPGameRules)
|
|
#define mp_com_token (*pmp_com_token)
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
extern CHalfLifeMultiplay *g_pGameRules;
|
|
extern CCStrikeGameMgrHelper g_GameMgrHelper;
|
|
extern cvar_t *sv_clienttrace;
|
|
extern CHalfLifeMultiplay *g_pMPGameRules;
|
|
extern char mp_com_token[ COM_TOKEN_LEN ];
|
|
|
|
CGameRules *InstallGameRules(void);
|
|
|
|
/*
|
|
* Multiplay gamerules
|
|
*/
|
|
|
|
NOBODY bool IsBotSpeaking(void);
|
|
NOBODY void SV_Continue_f(void);
|
|
NOBODY void SV_Tutor_Toggle_f(void);
|
|
NOBODY void SV_Career_Restart_f(void);
|
|
NOBODY void SV_Career_EndRound_f(void);
|
|
NOBODY void SV_CareerAddTask_f(void);
|
|
NOBODY void SV_CareerMatchLimit_f(void);
|
|
NOBODY void Broadcast(void);
|
|
char *GetTeam(int teamNo);
|
|
NOBODY void EndRoundMessage(const char *sentence, int event);
|
|
NOBODY void ReadMultiplayCvars(CHalfLifeMultiplay *mp);
|
|
NOBODY void DestroyMapCycle(mapcycle_t *cycle);
|
|
|
|
char *MP_COM_GetToken(void);
|
|
char *MP_COM_Parse(char *data);
|
|
NOXREF int MP_COM_TokenWaiting(char *buffer);
|
|
|
|
NOBODY int ReloadMapCycleFile(char *filename, mapcycle_t *cycle);
|
|
NOBODY int CountPlayers(void);
|
|
NOBODY void ExtractCommandString(char *s, char *szCommand);
|
|
NOBODY int GetMapCount(void);
|
|
|
|
#endif // GAMERULES_H
|