mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
25f425801a
Removed project bzip2. CZero: Fix crashing of HostageEscapeState.
281 lines
7.6 KiB
C++
281 lines
7.6 KiB
C++
#include "precompiled.h"
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/* <1676c5> ../cstrike/dlls/singleplay_gamerules.cpp:32 */
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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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/* <166d5d> ../cstrike/dlls/singleplay_gamerules.cpp:40 */
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void CHalfLifeRules::__MAKE_VHOOK(Think)()
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{
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;
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}
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/* <166d83> ../cstrike/dlls/singleplay_gamerules.cpp:46 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(IsMultiplayer)()
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{
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return FALSE;
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}
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/* <166da9> ../cstrike/dlls/singleplay_gamerules.cpp:53 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(IsDeathmatch)()
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{
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return FALSE;
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}
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/* <166dcf> ../cstrike/dlls/singleplay_gamerules.cpp:60 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(IsCoOp)()
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{
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return FALSE;
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}
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/* <166df5> ../cstrike/dlls/singleplay_gamerules.cpp:68 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(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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/* <166e38> ../cstrike/dlls/singleplay_gamerules.cpp:86 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(GetNextBestWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon)
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{
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return FALSE;
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}
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/* <166e7a> ../cstrike/dlls/singleplay_gamerules.cpp:93 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(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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/* <166ed8> ../cstrike/dlls/singleplay_gamerules.cpp:98 */
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void CHalfLifeRules::__MAKE_VHOOK(InitHUD)(CBasePlayer *pl)
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{
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;
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}
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/* <166f0b> ../cstrike/dlls/singleplay_gamerules.cpp:104 */
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void CHalfLifeRules::__MAKE_VHOOK(ClientDisconnected)(edict_t *pClient)
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{
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;
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}
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/* <166f3f> ../cstrike/dlls/singleplay_gamerules.cpp:110 */
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float CHalfLifeRules::__MAKE_VHOOK(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 -= PLAYER_MAX_SAFE_FALL_SPEED;
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return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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}
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/* <167677> ../cstrike/dlls/singleplay_gamerules.cpp:120 */
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void CHalfLifeRules::__MAKE_VHOOK(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", 120);
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pPlayer->GiveAmmo(24, "45acp", 100);
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}
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/* <166f73> ../cstrike/dlls/singleplay_gamerules.cpp:135 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(AllowAutoTargetCrosshair)()
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{
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return (g_iSkillLevel == SKILL_EASY);
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}
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/* <166f99> ../cstrike/dlls/singleplay_gamerules.cpp:142 */
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void CHalfLifeRules::__MAKE_VHOOK(PlayerThink)(CBasePlayer *pPlayer)
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{
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;
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}
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/* <166fcd> ../cstrike/dlls/singleplay_gamerules.cpp:149 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(FPlayerCanRespawn)(CBasePlayer *pPlayer)
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{
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return TRUE;
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}
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/* <167001> ../cstrike/dlls/singleplay_gamerules.cpp:156 */
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float CHalfLifeRules::__MAKE_VHOOK(FlPlayerSpawnTime)(CBasePlayer *pPlayer)
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{
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return gpGlobals->time;
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}
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/* <167035> ../cstrike/dlls/singleplay_gamerules.cpp:165 */
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int CHalfLifeRules::__MAKE_VHOOK(IPointsForKill)(CBasePlayer *pAttacker, CBasePlayer *pKilled)
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{
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return 1;
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}
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/* <167077> ../cstrike/dlls/singleplay_gamerules.cpp:173 */
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void CHalfLifeRules::__MAKE_VHOOK(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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/* <1670c7> ../cstrike/dlls/singleplay_gamerules.cpp:180 */
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void CHalfLifeRules::__MAKE_VHOOK(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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/* <167117> ../cstrike/dlls/singleplay_gamerules.cpp:188 */
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void CHalfLifeRules::__MAKE_VHOOK(PlayerGotWeapon)(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
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{
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;
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}
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/* <167159> ../cstrike/dlls/singleplay_gamerules.cpp:196 */
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float CHalfLifeRules::__MAKE_VHOOK(FlWeaponRespawnTime)(CBasePlayerItem *pWeapon)
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{
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return -1;
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}
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/* <16718d> ../cstrike/dlls/singleplay_gamerules.cpp:206 */
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float CHalfLifeRules::__MAKE_VHOOK(FlWeaponTryRespawn)(CBasePlayerItem *pWeapon)
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{
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return 0;
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}
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/* <1671c1> ../cstrike/dlls/singleplay_gamerules.cpp:215 */
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Vector CHalfLifeRules::__MAKE_VHOOK(VecWeaponRespawnSpot)(CBasePlayerItem *pWeapon)
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{
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return pWeapon->pev->origin;
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}
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/* <1675e6> ../cstrike/dlls/singleplay_gamerules.cpp:220 */
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edict_t *CHalfLifeRules::__MAKE_VHOOK(GetPlayerSpawnSpot)(CBasePlayer *pPlayer)
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{
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CBaseEntity *pSpot = UTIL_FindEntityByClassname(NULL, "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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/* <16721c> ../cstrike/dlls/singleplay_gamerules.cpp:243 */
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int CHalfLifeRules::__MAKE_VHOOK(WeaponShouldRespawn)(CBasePlayerItem *pWeapon)
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{
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return GR_WEAPON_RESPAWN_NO;
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}
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/* <167250> ../cstrike/dlls/singleplay_gamerules.cpp:250 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(CanHaveItem)(CBasePlayer *pPlayer, CItem *pItem)
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{
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return TRUE;
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}
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/* <167292> ../cstrike/dlls/singleplay_gamerules.cpp:257 */
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void CHalfLifeRules::__MAKE_VHOOK(PlayerGotItem)(CBasePlayer *pPlayer, CItem *pItem)
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{
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;
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}
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/* <1672d6> ../cstrike/dlls/singleplay_gamerules.cpp:263 */
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int CHalfLifeRules::__MAKE_VHOOK(ItemShouldRespawn)(CItem *pItem)
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{
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return GR_ITEM_RESPAWN_NO;
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}
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/* <16730b> ../cstrike/dlls/singleplay_gamerules.cpp:272 */
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float CHalfLifeRules::__MAKE_VHOOK(FlItemRespawnTime)(CItem *pItem)
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{
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return -1;
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}
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/* <167340> ../cstrike/dlls/singleplay_gamerules.cpp:281 */
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Vector CHalfLifeRules::__MAKE_VHOOK(VecItemRespawnSpot)(CItem *pItem)
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{
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return pItem->pev->origin;
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}
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/* <16739d> ../cstrike/dlls/singleplay_gamerules.cpp:288 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(IsAllowedToSpawn)(CBaseEntity *pEntity)
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{
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return TRUE;
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}
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/* <1673d2> ../cstrike/dlls/singleplay_gamerules.cpp:295 */
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void CHalfLifeRules::__MAKE_VHOOK(PlayerGotAmmo)(CBasePlayer *pPlayer, char *szName, int iCount)
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{
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;
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}
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/* <167425> ../cstrike/dlls/singleplay_gamerules.cpp:301 */
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int CHalfLifeRules::__MAKE_VHOOK(AmmoShouldRespawn)(CBasePlayerAmmo *pAmmo)
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{
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return GR_AMMO_RESPAWN_NO;
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}
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/* <16745a> ../cstrike/dlls/singleplay_gamerules.cpp:308 */
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float CHalfLifeRules::__MAKE_VHOOK(FlAmmoRespawnTime)(CBasePlayerAmmo *pAmmo)
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{
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return -1;
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}
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/* <16748f> ../cstrike/dlls/singleplay_gamerules.cpp:315 */
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Vector CHalfLifeRules::__MAKE_VHOOK(VecAmmoRespawnSpot)(CBasePlayerAmmo *pAmmo)
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{
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return pAmmo->pev->origin;
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}
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/* <1674ec> ../cstrike/dlls/singleplay_gamerules.cpp:322 */
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float CHalfLifeRules::__MAKE_VHOOK(FlHealthChargerRechargeTime)()
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{
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return 0;
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}
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/* <167512> ../cstrike/dlls/singleplay_gamerules.cpp:329 */
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int CHalfLifeRules::__MAKE_VHOOK(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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/* <167547> ../cstrike/dlls/singleplay_gamerules.cpp:336 */
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int CHalfLifeRules::__MAKE_VHOOK(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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/* <16757c> ../cstrike/dlls/singleplay_gamerules.cpp:343 */
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int CHalfLifeRules::__MAKE_VHOOK(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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/* <1675c0> ../cstrike/dlls/singleplay_gamerules.cpp:351 */
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BOOL CHalfLifeRules::__MAKE_VHOOK(FAllowMonsters)()
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{
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return TRUE;
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}
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