mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
240 lines
4.5 KiB
C++
240 lines
4.5 KiB
C++
#include "precompiled.h"
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CHalfLifeRules::CHalfLifeRules()
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{
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m_bFreezePeriod = FALSE;
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RefreshSkillData();
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}
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void CHalfLifeRules::Think()
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{
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;
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}
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BOOL CHalfLifeRules::IsMultiplayer()
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{
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return FALSE;
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}
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BOOL CHalfLifeRules::IsDeathmatch()
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{
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return FALSE;
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}
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BOOL CHalfLifeRules::IsCoOp()
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{
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return FALSE;
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}
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BOOL CHalfLifeRules::FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
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{
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if (!pPlayer->m_pActiveItem)
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{
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// player doesn't have an active item!
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return TRUE;
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}
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if (!pPlayer->m_pActiveItem->CanHolster())
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{
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return FALSE;
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}
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return TRUE;
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}
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BOOL CHalfLifeRules::GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon)
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{
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return FALSE;
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}
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BOOL CHalfLifeRules::ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason)
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{
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return TRUE;
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}
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void CHalfLifeRules::InitHUD(CBasePlayer *pl)
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{
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;
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}
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void CHalfLifeRules::ClientDisconnected(edict_t *pClient)
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{
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;
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}
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float CHalfLifeRules::FlPlayerFallDamage(CBasePlayer *pPlayer)
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{
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// subtract off the speed at which a player is allowed to fall without being hurt,
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// so damage will be based on speed beyond that, not the entire fall
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pPlayer->m_flFallVelocity -= MAX_PLAYER_SAFE_FALL_SPEED;
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return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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}
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void CHalfLifeRules::PlayerSpawn(CBasePlayer *pPlayer)
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{
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pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
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pPlayer->GiveNamedItem("weapon_knife");
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pPlayer->GiveNamedItem("weapon_usp");
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pPlayer->GiveNamedItem("weapon_mp5navy");
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pPlayer->GiveNamedItem("weapon_hegrenade");
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pPlayer->GiveAmmo(60, "9mm");
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pPlayer->GiveAmmo(24, "45acp");
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}
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BOOL CHalfLifeRules::AllowAutoTargetCrosshair()
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{
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return (g_iSkillLevel == SKILL_EASY);
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}
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void CHalfLifeRules::PlayerThink(CBasePlayer *pPlayer)
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{
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;
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}
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BOOL CHalfLifeRules::FPlayerCanRespawn(CBasePlayer *pPlayer)
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{
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return TRUE;
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}
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float CHalfLifeRules::FlPlayerSpawnTime(CBasePlayer *pPlayer)
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{
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return gpGlobals->time;
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}
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int CHalfLifeRules::IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled)
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{
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return 1;
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}
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void CHalfLifeRules::PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
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{
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;
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}
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void CHalfLifeRules::DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
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{
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;
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}
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void CHalfLifeRules::PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
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{
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;
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}
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float CHalfLifeRules::FlWeaponRespawnTime(CBasePlayerItem *pWeapon)
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{
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return -1;
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}
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float CHalfLifeRules::FlWeaponTryRespawn(CBasePlayerItem *pWeapon)
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{
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return 0;
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}
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Vector CHalfLifeRules::VecWeaponRespawnSpot(CBasePlayerItem *pWeapon)
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{
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return pWeapon->pev->origin;
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}
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edict_t *CHalfLifeRules::GetPlayerSpawnSpot(CBasePlayer *pPlayer)
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{
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CBaseEntity *pSpot = UTIL_FindEntityByClassname(nullptr, "info_player_start");
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if (!pSpot)
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{
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ALERT(at_error, "PutClientInServer: no info_player_start on level");
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return INDEXENT(0);
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}
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pPlayer->pev->origin = pSpot->pev->origin + Vector(0, 0, 1);
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pPlayer->pev->v_angle = g_vecZero;
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pPlayer->pev->velocity = g_vecZero;
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pPlayer->pev->angles = pSpot->pev->angles;
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pPlayer->pev->punchangle = g_vecZero;
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pPlayer->pev->fixangle = 1;
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return pSpot->edict();
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}
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int CHalfLifeRules::WeaponShouldRespawn(CBasePlayerItem *pWeapon)
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{
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return GR_WEAPON_RESPAWN_NO;
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}
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BOOL CHalfLifeRules::CanHaveItem(CBasePlayer *pPlayer, CItem *pItem)
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{
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return TRUE;
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}
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void CHalfLifeRules::PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem)
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{
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;
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}
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int CHalfLifeRules::ItemShouldRespawn(CItem *pItem)
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{
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return GR_ITEM_RESPAWN_NO;
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}
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float CHalfLifeRules::FlItemRespawnTime(CItem *pItem)
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{
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return -1;
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}
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Vector CHalfLifeRules::VecItemRespawnSpot(CItem *pItem)
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{
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return pItem->pev->origin;
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}
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BOOL CHalfLifeRules::IsAllowedToSpawn(CBaseEntity *pEntity)
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{
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return TRUE;
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}
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void CHalfLifeRules::PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount)
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{
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;
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}
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int CHalfLifeRules::AmmoShouldRespawn(CBasePlayerAmmo *pAmmo)
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{
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return GR_AMMO_RESPAWN_NO;
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}
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float CHalfLifeRules::FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo)
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{
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return -1;
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}
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Vector CHalfLifeRules::VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo)
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{
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return pAmmo->pev->origin;
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}
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float CHalfLifeRules::FlHealthChargerRechargeTime()
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{
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return 0;
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}
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int CHalfLifeRules::DeadPlayerWeapons(CBasePlayer *pPlayer)
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{
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return GR_PLR_DROP_GUN_NO;
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}
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int CHalfLifeRules::DeadPlayerAmmo(CBasePlayer *pPlayer)
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{
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return GR_PLR_DROP_AMMO_NO;
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}
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int CHalfLifeRules::PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget)
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{
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// why would a single player in half life need this?
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return GR_NOTTEAMMATE;
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}
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BOOL CHalfLifeRules::FAllowMonsters()
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{
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return TRUE;
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}
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