mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 15:15:39 +03:00
154 lines
3.2 KiB
C++
154 lines
3.2 KiB
C++
#include "precompiled.h"
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CGameRules *g_pGameRules = nullptr;
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CGameRules::CGameRules()
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{
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m_bFreezePeriod = FALSE;
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m_bBombDropped = FALSE;
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m_bGameOver = false;
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m_GameDesc = new char[sizeof("Counter-Strike")];
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Q_strcpy(m_GameDesc, AreRunningCZero() ? "Condition Zero" : "Counter-Strike");
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}
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CGameRules::~CGameRules()
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{
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delete[] m_GameDesc;
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m_GameDesc = nullptr;
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}
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// this is the game name that gets seen in the server browser
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const char *CGameRules::GetGameDescription()
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{
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#ifdef REGAMEDLL_ADD
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return m_GameDesc;
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#else
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return "Counter-Strike";
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#endif
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}
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BOOL CGameRules::CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry)
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{
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if (pszAmmoName)
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{
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auto 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::GetPlayerSpawnSpot(CBasePlayer *pPlayer)
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{
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// gat valid spawn point
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edict_t *pentSpawnSpot = pPlayer->EntSelectSpawnPoint();
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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::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() && !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::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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LINK_HOOK_CHAIN2(CGameRules *, InstallGameRules)
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CGameRules *EXT_FUNC __API_HOOK(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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LINK_HOOK_VOID_CHAIN(FreeGameRules, (CGameRules **pGameRules), pGameRules)
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void EXT_FUNC __API_HOOK(FreeGameRules)(CGameRules **pGameRules)
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{
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if (!pGameRules || !(*pGameRules))
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return;
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delete (*pGameRules);
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}
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