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.
126 lines
2.7 KiB
C++
126 lines
2.7 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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CGameRules *g_pGameRules = NULL;
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#endif
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BOOL CGameRules::__MAKE_VHOOK(CanHaveAmmo)(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry)
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{
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int iAmmoIndex;
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if (pszAmmoName != NULL)
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{
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iAmmoIndex = pPlayer->GetAmmoIndex(pszAmmoName);
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if (iAmmoIndex > -1)
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{
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if (pPlayer->AmmoInventory(iAmmoIndex) < iMaxCarry)
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{
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// player has room for more of this type of ammo
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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edict_t *CGameRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
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{
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// gat valid spawn point
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edict_t *pentSpawnSpot = EntSelectSpawnPoint(pPlayer);
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// Move the player to the place it said.
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#ifndef PLAY_GAMEDLL
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pPlayer->pev->origin = pentSpawnSpot->v.origin + Vector(0, 0, 1);
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#else
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// TODO: fix test demo
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pPlayer->pev->origin = pentSpawnSpot->v.origin;
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pPlayer->pev->origin.z += 1;
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#endif
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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 = pentSpawnSpot->v.angles;
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pPlayer->pev->punchangle = g_vecZero;
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pPlayer->pev->fixangle = 1;
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return pentSpawnSpot;
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}
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BOOL CGameRules::__MAKE_VHOOK(CanHavePlayerItem)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
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{
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// only living players can have items
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if (pPlayer->pev->deadflag != DEAD_NO)
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{
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return FALSE;
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}
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if (pPlayer->IsBot() && TheCSBots() != NULL && !TheCSBots()->IsWeaponUseable(pWeapon))
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{
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return FALSE;
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}
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if (pWeapon->pszAmmo1())
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{
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if (!CanHaveAmmo(pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1()))
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{
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// we can't carry anymore ammo for this gun. We can only
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// have the gun if we aren't already carrying one of this type
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if (pPlayer->HasPlayerItem(pWeapon))
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{
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return FALSE;
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}
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}
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}
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else
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{
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// weapon doesn't use ammo, don't take another if you already have it.
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if (pPlayer->HasPlayerItem(pWeapon))
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{
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return FALSE;
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}
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}
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// note: will fall through to here if GetItemInfo doesn't fill the struct!
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return TRUE;
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}
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void CGameRules::__MAKE_VHOOK(RefreshSkillData)()
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{
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int iSkill = int(CVAR_GET_FLOAT("skill"));
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if (iSkill < 1)
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iSkill = 1;
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else if (iSkill > 3)
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iSkill = 3;
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gSkillData.iSkillLevel = iSkill;
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ALERT(at_console, "\nGAME SKILL LEVEL:%d\n", iSkill);
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gSkillData.monDmg12MM = 8;
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gSkillData.monDmgMP5 = 3;
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gSkillData.monDmg9MM = 5;
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gSkillData.suitchargerCapacity = 75;
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gSkillData.batteryCapacity = 15;
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gSkillData.healthchargerCapacity = 50;
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gSkillData.healthkitCapacity = 15;
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}
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CGameRules *InstallGameRules()
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{
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SERVER_COMMAND("exec game.cfg\n");
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SERVER_EXECUTE();
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if (!gpGlobals->deathmatch)
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return new CHalfLifeTraining;
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return new CHalfLifeMultiplay;
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}
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