mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
f27b125d15
Removed useless entities: (item_security, item_suit) Bugfix: was resetting m_iCount from armoury_entity Bugfix: incorrect check with pev->takedamage in CBaseEntity::TraceAttack, CBaseMonster::TraceAttack Bugfix: zBot not continues to play after defused bomb and when mp_round_infinite is not 0
962 lines
37 KiB
C++
962 lines
37 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 MAX_RULE_BUFFER 1024
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#define MAX_VOTE_MAPS 100
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#define MAX_VIP_QUEUES 5
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#define MAX_BOMB_RADIUS 2048
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#define MAP_VIP_SAFETYZONE_UNINITIALIZED 0 // uninitialized
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#define MAP_HAVE_VIP_SAFETYZONE_YES 1 // has VIP safety zone
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#define MAP_HAVE_VIP_SAFETYZONE_NO 2 // does not have VIP safetyzone
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#define MAP_HAS_CAMERAS_INIT 2 // initial
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#define MAP_HAS_CAMERAS_YES 1 // on map have of camera's
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#define ITEM_RESPAWN_TIME 30
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#define WEAPON_RESPAWN_TIME 20
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#define AMMO_RESPAWN_TIME 20
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#define ROUND_RESPAWN_TIME 20
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// longest the intermission can last, in seconds
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#define MAX_INTERMISSION_TIME 120
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// when we are within this close to running out of entities, items
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// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
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#define ENTITY_INTOLERANCE 100
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#define MAX_MOTD_CHUNK 60
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#define MAX_MOTD_LENGTH 1536 // (MAX_MOTD_CHUNK * 4)
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// custom enum
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#define WINNER_NONE 0
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#define WINNER_DRAW 1
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#if defined(REGAMEDLL_ADD) && !defined(HOOK_GAMEDLL)
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#define VFUNC virtual
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#else
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#define VFUNC
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#endif
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enum
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{
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WINSTATUS_CTS = 1,
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WINSTATUS_TERRORISTS,
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WINSTATUS_DRAW,
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};
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// custom enum
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// used for EndRoundMessage() logged messages
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enum ScenarioEventEndRound
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{
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ROUND_NONE,
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ROUND_TARGET_BOMB,
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ROUND_VIP_ESCAPED,
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ROUND_VIP_ASSASSINATED,
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ROUND_TERRORISTS_ESCAPED,
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ROUND_CTS_PREVENT_ESCAPE,
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ROUND_ESCAPING_TERRORISTS_NEUTRALIZED,
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ROUND_BOMB_DEFUSED,
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ROUND_CTS_WIN,
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ROUND_TERRORISTS_WIN,
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ROUND_END_DRAW,
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ROUND_ALL_HOSTAGES_RESCUED,
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ROUND_TARGET_SAVED,
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ROUND_HOSTAGE_NOT_RESCUED,
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ROUND_TERRORISTS_NOT_ESCAPED,
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ROUND_VIP_NOT_ESCAPED,
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ROUND_GAME_COMMENCE,
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};
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enum RewardRules
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{
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RR_CTS_WIN,
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RR_TERRORISTS_WIN,
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RR_TARGET_BOMB,
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RR_VIP_ESCAPED,
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RR_VIP_ASSASSINATED,
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RR_TERRORISTS_ESCAPED,
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RR_CTS_PREVENT_ESCAPE,
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RR_ESCAPING_TERRORISTS_NEUTRALIZED,
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RR_BOMB_DEFUSED,
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RR_BOMB_PLANTED,
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RR_BOMB_EXPLODED,
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RR_ALL_HOSTAGES_RESCUED,
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RR_TARGET_BOMB_SAVED,
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RR_HOSTAGE_NOT_RESCUED,
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RR_VIP_NOT_ESCAPED,
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RR_LOSER_BONUS_DEFAULT,
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RR_LOSER_BONUS_MIN,
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RR_LOSER_BONUS_MAX,
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RR_LOSER_BONUS_ADD,
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RR_RESCUED_HOSTAGE,
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RR_TOOK_HOSTAGE_ACC,
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RR_TOOK_HOSTAGE,
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RR_END
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};
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// custom enum
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enum RewardAccount
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{
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REWARD_TARGET_BOMB = 3500,
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REWARD_VIP_ESCAPED = 3500,
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REWARD_VIP_ASSASSINATED = 3250,
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REWARD_TERRORISTS_ESCAPED = 3150,
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REWARD_CTS_PREVENT_ESCAPE = 3500,
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REWARD_ESCAPING_TERRORISTS_NEUTRALIZED = 3250,
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REWARD_BOMB_DEFUSED = 3250,
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REWARD_BOMB_PLANTED = 800,
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REWARD_BOMB_EXPLODED = 3250,
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REWARD_CTS_WIN = 3000,
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REWARD_TERRORISTS_WIN = 3000,
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REWARD_ALL_HOSTAGES_RESCUED = 2500,
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// the end round was by the expiration time
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REWARD_TARGET_BOMB_SAVED = 3250,
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REWARD_HOSTAGE_NOT_RESCUED = 3250,
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REWARD_VIP_NOT_ESCAPED = 3250,
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// loser bonus
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REWARD_LOSER_BONUS_DEFAULT = 1400,
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REWARD_LOSER_BONUS_MIN = 1500,
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REWARD_LOSER_BONUS_MAX = 3000,
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REWARD_LOSER_BONUS_ADD = 500,
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REWARD_RESCUED_HOSTAGE = 750,
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REWARD_KILLED_ENEMY = 300,
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REWARD_KILLED_VIP = 2500,
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REWARD_VIP_HAVE_SELF_RESCUED = 2500,
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REWARD_TAKEN_HOSTAGE = 1000,
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REWARD_TOOK_HOSTAGE_ACC = 100,
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REWARD_TOOK_HOSTAGE = 150,
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};
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// custom enum
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enum PaybackForBadThing
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{
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PAYBACK_FOR_KILLED_TEAMMATES = -3300,
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};
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// custom enum
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enum InfoMapBuyParam
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{
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BUYING_EVERYONE = 0,
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BUYING_ONLY_CTS,
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BUYING_ONLY_TERRORISTS,
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BUYING_NO_ONE,
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};
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// weapon respawning return codes
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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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// custom enum
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enum
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{
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SCENARIO_BLOCK_TIME_EXPRIRED = (1 << 0),
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SCENARIO_BLOCK_NEED_PLAYERS = (1 << 1),
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SCENARIO_BLOCK_VIP_ESCAPRE = (1 << 2),
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SCENARIO_BLOCK_PRISON_ESCAPRE = (1 << 3),
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SCENARIO_BLOCK_BOMB = (1 << 4),
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SCENARIO_BLOCK_TEAM_EXTERMINATION = (1 << 5),
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SCENARIO_BLOCK_HOSTAGE_RESCUE = (1 << 6),
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};
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// Player relationship return codes
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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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class CGameRules
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{
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public:
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CGameRules();
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virtual ~CGameRules();
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virtual void RefreshSkillData(); // fill skill data struct with proper values
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virtual void Think() = 0; // runs every server frame, should handle any timer tasks, periodic events, etc.
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virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
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virtual BOOL FAllowFlashlight() = 0; // Are players allowed to switch on their flashlight?
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virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // should the player switch to this weapon?
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virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0; // I can't use this weapon anymore, get me the next best one.
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// Functions to verify the single/multiplayer status of a game
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virtual BOOL IsMultiplayer() = 0; // is this a multiplayer game? (either coop or deathmatch)
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virtual BOOL IsDeathmatch() = 0; // is this a deathmatch game?
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virtual BOOL IsTeamplay() { return FALSE; } // is this deathmatch game being played with team rules?
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virtual BOOL IsCoOp() = 0; // is this a coop game?
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virtual const char *GetGameDescription(); // this is the game name that gets seen in the server browser
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// Client connection/disconnection
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virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0; // a client just connected to the server (player hasn't spawned yet)
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virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
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virtual void ClientDisconnected(edict_t *pClient) = 0; // a client just disconnected from the server
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virtual void UpdateGameMode(CBasePlayer *pPlayer) {}; // the client needs to be informed of the current game mode
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// Client damage rules
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virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
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virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) { return TRUE; } // can this player take damage from this attacker?
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virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target) { return TRUE; }
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// Client spawn/respawn control
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virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::Spawn just before releasing player into the game
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virtual void PlayerThink(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
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virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0; // is this player allowed to respawn now?
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virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0; // When in the future will this player be able to spawn?
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virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer); // Place this player on their spawnspot and face them the proper direction.
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virtual BOOL AllowAutoTargetCrosshair() { return TRUE; }
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virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) { return FALSE; }
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) { return FALSE; } // handles the user commands; returns TRUE if command handled properly
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virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) {}; // the player has changed userinfo; can change it now
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// Client kills/scoring
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virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0; // how many points do I award whoever kills this player?
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virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0; // Called each time a player dies
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virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0; // Call this from within a GameRules class to report an obituary.
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// Weapon retrieval
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virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem); // The player is touching an CBasePlayerItem, do I give it to him?
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virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // Called each time a player picks up a weapon from the ground
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0; // should this weapon respawn?
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virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0; // when may this weapon respawn?
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virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0; // can i respawn now, and if not, when should i try again?
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virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0; // where in the world should this weapon respawn?
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// Item retrieval
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virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // is this player allowed to take this item?
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virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // call each time a player picks up an item (battery, healthkit, longjump)
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// Item spawn/respawn control
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virtual int ItemShouldRespawn(CItem *pItem) = 0; // Should this item respawn?
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virtual float FlItemRespawnTime(CItem *pItem) = 0; // when may this item respawn?
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virtual Vector VecItemRespawnSpot(CItem *pItem) = 0; // where in the world should this item respawn?
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// Ammo retrieval
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virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry); // can this player take more of this ammo?
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virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0; // called each time a player picks up some ammo in the world
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// Ammo spawn/respawn control
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virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0; // should this ammo item respawn?
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virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0; // when should this ammo item respawn?
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virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0; // where in the world should this ammo item respawn?
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
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virtual float FlHEVChargerRechargeTime() { return 0.0f; } // how long until a depleted HealthCharger recharges itself?
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0; // what do I do with a player's weapons when he's killed?
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0; // Do I drop ammo when the player dies? How much?
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// Teamplay stuff
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virtual const char *GetTeamID(CBaseEntity *pEntity) = 0; // what team is this entity on?
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virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0; // What is the player's relationship with this entity?
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virtual int GetTeamIndex(const char *pTeamName) { return -1; }
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virtual const char *GetIndexedTeamName(int teamIndex) { return ""; }
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virtual BOOL IsValidTeam(const char *pTeamName) { return TRUE; }
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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) { return ""; }
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// Sounds
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virtual BOOL PlayTextureSounds() { return TRUE; }
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// Monsters
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virtual BOOL FAllowMonsters() = 0; // are monsters allowed
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// Immediately end a multiplayer game
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virtual void EndMultiplayerGame() {};
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// Stuff that is shared between client and server.
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virtual BOOL IsFreezePeriod() { return m_bFreezePeriod; }
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virtual void ServerDeactivate() {};
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virtual void CheckMapConditions() {};
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#ifdef HOOK_GAMEDLL
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void RefreshSkillData_();
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edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
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BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pItem);
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BOOL CanHaveAmmo_(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
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#endif
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public:
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BOOL m_bFreezePeriod;
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BOOL m_bBombDropped;
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// custom
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char *m_GameDesc;
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};
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// CHalfLifeRules - rules for the single player Half-Life game.
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class CHalfLifeRules: public CGameRules
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{
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public:
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CHalfLifeRules();
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virtual ~CHalfLifeRules() {};
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virtual void Think();
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virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
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virtual BOOL FAllowFlashlight() { return TRUE; }
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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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// Functions to verify the single/multiplayer status of a game
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virtual BOOL IsMultiplayer();
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virtual BOOL IsDeathmatch();
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virtual BOOL IsCoOp();
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// Client connection/disconnection
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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); // the client dll is ready for updating
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virtual void ClientDisconnected(edict_t *pClient);
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// Client damage rules
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virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
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// Client spawn/respawn control
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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();
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// Client kills/scoring
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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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// Weapon retrieval
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virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
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// Weapon spawn/respawn control
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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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// Item retrieval
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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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// Item spawn/respawn control
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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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// Ammo retrieval
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virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
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// Ammo spawn/respawn control
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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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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime();
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|
|
// What happens to a dead player's weapons
|
|
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
|
|
|
|
// What happens to a dead player's ammo
|
|
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
|
|
|
|
// Teamplay stuff
|
|
virtual const char *GetTeamID(CBaseEntity *pEntity) { return ""; };
|
|
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
|
|
|
|
// Monsters
|
|
virtual BOOL FAllowMonsters();
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Think_();
|
|
BOOL IsAllowedToSpawn_(CBaseEntity *pEntity);
|
|
BOOL FShouldSwitchWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
BOOL GetNextBestWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
|
|
BOOL IsMultiplayer_();
|
|
BOOL IsDeathmatch_();
|
|
BOOL IsCoOp_();
|
|
BOOL ClientConnected_(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
|
|
void InitHUD_(CBasePlayer *pl);
|
|
void ClientDisconnected_(edict_t *pClient);
|
|
float FlPlayerFallDamage_(CBasePlayer *pPlayer);
|
|
void PlayerSpawn_(CBasePlayer *pPlayer);
|
|
void PlayerThink_(CBasePlayer *pPlayer);
|
|
BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
|
|
float FlPlayerSpawnTime_(CBasePlayer *pPlayer);
|
|
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
|
|
BOOL AllowAutoTargetCrosshair_();
|
|
int IPointsForKill_(CBasePlayer *pAttacker, CBasePlayer *pKilled);
|
|
void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
void DeathNotice_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
void PlayerGotWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
int WeaponShouldRespawn_(CBasePlayerItem *pWeapon);
|
|
float FlWeaponRespawnTime_(CBasePlayerItem *pWeapon);
|
|
float FlWeaponTryRespawn_(CBasePlayerItem *pWeapon);
|
|
Vector VecWeaponRespawnSpot_(CBasePlayerItem *pWeapon);
|
|
BOOL CanHaveItem_(CBasePlayer *pPlayer, CItem *pItem);
|
|
void PlayerGotItem_(CBasePlayer *pPlayer, CItem *pItem);
|
|
int ItemShouldRespawn_(CItem *pItem);
|
|
float FlItemRespawnTime_(CItem *pItem);
|
|
Vector VecItemRespawnSpot_(CItem *pItem);
|
|
void PlayerGotAmmo_(CBasePlayer *pPlayer, char *szName, int iCount);
|
|
int AmmoShouldRespawn_(CBasePlayerAmmo *pAmmo);
|
|
float FlAmmoRespawnTime_(CBasePlayerAmmo *pAmmo);
|
|
Vector VecAmmoRespawnSpot_(CBasePlayerAmmo *pAmmo);
|
|
float FlHealthChargerRechargeTime_();
|
|
int DeadPlayerWeapons_(CBasePlayer *pPlayer);
|
|
int DeadPlayerAmmo_(CBasePlayer *pPlayer);
|
|
int PlayerRelationship_(CBasePlayer *pPlayer, CBaseEntity *pTarget);
|
|
BOOL FAllowMonsters_();
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
};
|
|
|
|
// CHalfLifeMultiplay - rules for the basic half life multiplayer competition
|
|
class CHalfLifeMultiplay: public CGameRules
|
|
{
|
|
public:
|
|
CHalfLifeMultiplay();
|
|
virtual ~CHalfLifeMultiplay() {};
|
|
|
|
virtual void RefreshSkillData();
|
|
virtual void Think();
|
|
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
|
|
virtual BOOL FAllowFlashlight();
|
|
|
|
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
|
|
|
|
virtual BOOL IsMultiplayer();
|
|
virtual BOOL IsDeathmatch();
|
|
virtual BOOL IsCoOp();
|
|
|
|
// Client connection/disconnection
|
|
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in szRejectReason
|
|
// Only the client's name and remote address are provided to the dll for verification.
|
|
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
|
|
virtual void InitHUD(CBasePlayer *pl); // the client dll is ready for updating
|
|
virtual void ClientDisconnected(edict_t *pClient);
|
|
virtual void UpdateGameMode(CBasePlayer *pPlayer); // the client needs to be informed of the current game mode
|
|
|
|
// Client damage rules
|
|
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
|
|
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
|
|
|
|
// Client spawn/respawn control
|
|
virtual void PlayerSpawn(CBasePlayer *pPlayer);
|
|
virtual void PlayerThink(CBasePlayer *pPlayer);
|
|
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
|
|
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer);
|
|
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
|
|
|
|
virtual BOOL AllowAutoTargetCrosshair();
|
|
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd);
|
|
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
|
|
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer);
|
|
|
|
// Client kills/scoring
|
|
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
|
|
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
|
|
// Weapon retrieval
|
|
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon); // The player is touching an CBasePlayerItem, do I give it to him?
|
|
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
|
|
// Weapon spawn/respawn control
|
|
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
|
|
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
|
|
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
|
|
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
|
|
|
|
// Item retrieval
|
|
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
|
|
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
|
|
|
|
// Item spawn/respawn control
|
|
virtual int ItemShouldRespawn(CItem *pItem);
|
|
virtual float FlItemRespawnTime(CItem *pItem);
|
|
virtual Vector VecItemRespawnSpot(CItem *pItem);
|
|
|
|
// Ammo retrieval
|
|
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
|
|
|
|
// Ammo spawn/respawn control
|
|
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
|
|
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
|
|
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
|
|
|
|
// Healthcharger respawn control
|
|
virtual float FlHealthChargerRechargeTime();
|
|
virtual float FlHEVChargerRechargeTime();
|
|
|
|
// What happens to a dead player's weapons
|
|
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
|
|
|
|
// What happens to a dead player's ammo
|
|
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
|
|
|
|
// Teamplay stuff
|
|
virtual const char *GetTeamID(CBaseEntity *pEntity) { return ""; }
|
|
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
|
|
|
|
virtual BOOL PlayTextureSounds() { return FALSE; }
|
|
|
|
// Monsters
|
|
virtual BOOL FAllowMonsters();
|
|
|
|
// Immediately end a multiplayer game
|
|
virtual void EndMultiplayerGame() { GoToIntermission(); }
|
|
virtual void ServerDeactivate();
|
|
virtual void CheckMapConditions();
|
|
|
|
// Recreate all the map entities from the map data (preserving their indices),
|
|
// then remove everything else except the players.
|
|
// Also get rid of all world decals.
|
|
virtual void CleanUpMap();
|
|
virtual void RestartRound();
|
|
|
|
// check if the scenario has been won/lost
|
|
virtual void CheckWinConditions();
|
|
virtual void RemoveGuns();
|
|
virtual void GiveC4();
|
|
virtual void ChangeLevel();
|
|
virtual void GoToIntermission();
|
|
|
|
#if defined(REGAMEDLL_API) || defined(HOOK_GAMEDLL)
|
|
void RefreshSkillData_();
|
|
void Think_();
|
|
BOOL IsAllowedToSpawn_(CBaseEntity *pEntity);
|
|
BOOL FAllowFlashlight_();
|
|
BOOL FShouldSwitchWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
BOOL GetNextBestWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
|
|
BOOL IsMultiplayer_();
|
|
BOOL IsDeathmatch_();
|
|
BOOL IsCoOp_();
|
|
BOOL ClientConnected_(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
|
|
void InitHUD_(CBasePlayer *pl);
|
|
void ClientDisconnected_(edict_t *pClient);
|
|
void UpdateGameMode_(CBasePlayer *pPlayer);
|
|
float FlPlayerFallDamage_(CBasePlayer *pPlayer);
|
|
BOOL FPlayerCanTakeDamage_(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
|
|
void PlayerSpawn_(CBasePlayer *pPlayer);
|
|
void PlayerThink_(CBasePlayer *pPlayer);
|
|
BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
|
|
float FlPlayerSpawnTime_(CBasePlayer *pPlayer);
|
|
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
|
|
BOOL AllowAutoTargetCrosshair_();
|
|
BOOL ClientCommand_DeadOrAlive_(CBasePlayer *pPlayer, const char *pcmd);
|
|
BOOL ClientCommand_(CBasePlayer *pPlayer, const char *pcmd);
|
|
void ClientUserInfoChanged_(CBasePlayer *pPlayer, char *infobuffer);
|
|
int IPointsForKill_(CBasePlayer *pAttacker, CBasePlayer *pKilled);
|
|
void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
void DeathNotice_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
|
BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
void PlayerGotWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
|
|
int WeaponShouldRespawn_(CBasePlayerItem *pWeapon);
|
|
float FlWeaponRespawnTime_(CBasePlayerItem *pWeapon);
|
|
float FlWeaponTryRespawn_(CBasePlayerItem *pWeapon);
|
|
Vector VecWeaponRespawnSpot_(CBasePlayerItem *pWeapon);
|
|
BOOL CanHaveItem_(CBasePlayer *pPlayer, CItem *pItem);
|
|
void PlayerGotItem_(CBasePlayer *pPlayer, CItem *pItem);
|
|
int ItemShouldRespawn_(CItem *pItem);
|
|
float FlItemRespawnTime_(CItem *pItem);
|
|
Vector VecItemRespawnSpot_(CItem *pItem);
|
|
void PlayerGotAmmo_(CBasePlayer *pPlayer, char *szName, int iCount);
|
|
int AmmoShouldRespawn_(CBasePlayerAmmo *pAmmo);
|
|
float FlAmmoRespawnTime_(CBasePlayerAmmo *pAmmo);
|
|
Vector VecAmmoRespawnSpot_(CBasePlayerAmmo *pAmmo);
|
|
float FlHealthChargerRechargeTime_();
|
|
float FlHEVChargerRechargeTime_();
|
|
int DeadPlayerWeapons_(CBasePlayer *pPlayer);
|
|
int DeadPlayerAmmo_(CBasePlayer *pPlayer);
|
|
int PlayerRelationship_(CBasePlayer *pPlayer, CBaseEntity *pTarget);
|
|
BOOL FAllowMonsters_();
|
|
void ServerDeactivate_();
|
|
void CheckMapConditions_();
|
|
void CleanUpMap_();
|
|
void RestartRound_();
|
|
void CheckWinConditions_();
|
|
void RemoveGuns_();
|
|
void GiveC4_();
|
|
void ChangeLevel_();
|
|
void GoToIntermission_();
|
|
#endif
|
|
|
|
public:
|
|
void ServerActivate();
|
|
void ReadMultiplayCvars();
|
|
|
|
// Checks if it still needs players to start a round, or if it has enough players to start rounds.
|
|
// Starts a round and returns true if there are enough players.
|
|
bool NeededPlayersCheck();
|
|
|
|
// Setup counts for m_iNumTerrorist, m_iNumCT, m_iNumSpawnableTerrorist, m_iNumSpawnableCT, etc.
|
|
VFUNC void InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT);
|
|
|
|
// Check to see if the round is over for the various game types. Terminates the round
|
|
// and returns true if the round should end.
|
|
bool PrisonRoundEndCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT);
|
|
bool BombRoundEndCheck();
|
|
bool HostageRescueRoundEndCheck();
|
|
bool VIPRoundEndCheck();
|
|
|
|
// Check to see if the teams exterminated each other. Ends the round and returns true if so.
|
|
bool TeamExterminationCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT);
|
|
|
|
// for internal functions API
|
|
bool NeededPlayersCheck_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
bool VIP_Escaped_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool VIP_Died_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool VIP_NotEscaped_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
bool Prison_Escaped_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Prison_PreventEscape_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Prison_NotEscaped_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Prison_Neutralized_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
bool Target_Bombed_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Target_Saved_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Target_Defused_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
// Team extermination
|
|
bool Round_Cts_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Round_Ts_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Round_Draw_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
bool Hostage_Rescue_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
bool Hostage_NotRescued_internal(int winStatus, ScenarioEventEndRound event, float tmDelay);
|
|
|
|
// Check various conditions to end the map.
|
|
bool CheckGameOver();
|
|
bool CheckTimeLimit();
|
|
bool CheckMaxRounds();
|
|
bool CheckWinLimit();
|
|
|
|
void CheckFreezePeriodExpired();
|
|
void CheckRoundTimeExpired();
|
|
|
|
void CheckLevelInitialized();
|
|
void CheckRestartRound();
|
|
|
|
BOOL IsCareer();
|
|
void QueueCareerRoundEndMenu(float tmDelay, int iWinStatus);
|
|
void SetCareerMatchLimit(int minWins, int winDifference);
|
|
bool IsInCareerRound();
|
|
void CareerRestart();
|
|
bool ShouldSkipShowMenu() const { return m_bSkipShowMenu; }
|
|
void MarkShowMenuSkipped() { m_bSkipShowMenu = false; }
|
|
bool ShouldSkipSpawn() const { return m_bSkipSpawn; }
|
|
void MarkSpawnSkipped() { m_bSkipSpawn = false; }
|
|
void PlayerJoinedTeam(CBasePlayer *pPlayer) { }
|
|
float TimeRemaining() { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount; }
|
|
BOOL TeamFull(int team_id);
|
|
BOOL TeamStacked(int newTeam_id, int curTeam_id);
|
|
bool IsVIPQueueEmpty();
|
|
bool AddToVIPQueue(CBasePlayer *toAdd);
|
|
|
|
// VIP FUNCTIONS
|
|
void PickNextVIP();
|
|
void StackVIPQueue();
|
|
void ResetCurrentVIP();
|
|
|
|
VFUNC void BalanceTeams();
|
|
void BalanceTeams_();
|
|
|
|
VFUNC void SwapAllPlayers();
|
|
VFUNC void UpdateTeamScores();
|
|
VFUNC void EndRoundMessage(const char *sentence, int event);
|
|
VFUNC void SetAccountRules(RewardRules rules, int amount) { m_rgRewardAccountRules[rules] = static_cast<RewardAccount>(amount); }
|
|
VFUNC RewardAccount GetAccountRules(RewardRules rules) const { return m_rgRewardAccountRules[rules]; }
|
|
|
|
void DisplayMaps(CBasePlayer *player, int iVote);
|
|
void ResetAllMapVotes();
|
|
void ProcessMapVote(CBasePlayer *player, int iVote);
|
|
|
|
// BOMB MAP FUNCTIONS
|
|
VFUNC BOOL IsThereABomber();
|
|
VFUNC BOOL IsThereABomb();
|
|
VFUNC TeamName SelectDefaultTeam();
|
|
|
|
bool IsMatchStarted() { return (m_fTeamCount != 0.0f || m_fCareerRoundMenuTime != 0.0f || m_fCareerMatchMenuTime != 0.0f); }
|
|
void SendMOTDToClient(edict_t *client);
|
|
|
|
void TerminateRound(float tmDelay, int iWinStatus);
|
|
float GetRoundRespawnTime() const;
|
|
|
|
// has a style of gameplay when aren't any teams
|
|
bool IsFreeForAll() const;
|
|
bool HasRoundInfinite(int flags = 0) const;
|
|
|
|
private:
|
|
VFUNC bool HasRoundTimeExpired();
|
|
VFUNC bool IsBombPlanted();
|
|
void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam);
|
|
|
|
public:
|
|
static RewardAccount m_rgRewardAccountRules[];
|
|
|
|
CVoiceGameMgr m_VoiceGameMgr;
|
|
float m_fTeamCount; // m_flRestartRoundTime, the global time when the round is supposed to end, if this is not 0
|
|
float m_flCheckWinConditions;
|
|
float m_fRoundCount;
|
|
int m_iRoundTime; // (From mp_roundtime) - How many seconds long this round is.
|
|
int m_iRoundTimeSecs;
|
|
int m_iIntroRoundTime; // (From mp_freezetime) - How many seconds long the intro round (when players are frozen) is.
|
|
float m_fIntroRoundCount; // The global time when the intro round ends and the real one starts
|
|
// wrote the original "m_flRoundTime" comment for this variable).
|
|
int m_iAccountTerrorist;
|
|
int m_iAccountCT;
|
|
int m_iNumTerrorist; // The number of terrorists on the team (this is generated at the end of a round)
|
|
int m_iNumCT; // The number of CTs on the team (this is generated at the end of a round)
|
|
int m_iNumSpawnableTerrorist;
|
|
int m_iNumSpawnableCT;
|
|
int m_iSpawnPointCount_Terrorist; // Number of Terrorist spawn points
|
|
int m_iSpawnPointCount_CT; // Number of CT spawn points
|
|
int m_iHostagesRescued;
|
|
int m_iHostagesTouched;
|
|
int m_iRoundWinStatus; // 1 == CT's won last round, 2 == Terrorists did, 3 == Draw, no winner
|
|
|
|
short m_iNumCTWins;
|
|
short m_iNumTerroristWins;
|
|
|
|
bool m_bTargetBombed; // whether or not the bomb has been bombed
|
|
bool m_bBombDefused; // whether or not the bomb has been defused
|
|
|
|
bool m_bMapHasBombTarget;
|
|
bool m_bMapHasBombZone;
|
|
bool m_bMapHasBuyZone;
|
|
bool m_bMapHasRescueZone;
|
|
bool m_bMapHasEscapeZone;
|
|
|
|
int m_iMapHasVIPSafetyZone; // 0 = uninitialized; 1 = has VIP safety zone; 2 = DOES not have VIP safetyzone
|
|
int m_bMapHasCameras;
|
|
int m_iC4Timer;
|
|
int m_iC4Guy; // The current Terrorist who has the C4.
|
|
int m_iLoserBonus; // the amount of money the losing team gets. This scales up as they lose more rounds in a row
|
|
int m_iNumConsecutiveCTLoses; // the number of rounds the CTs have lost in a row.
|
|
int m_iNumConsecutiveTerroristLoses; // the number of rounds the Terrorists have lost in a row.
|
|
|
|
float m_fMaxIdlePeriod; // For the idle kick functionality. This is tha max amount of time that the player has to be idle before being kicked
|
|
|
|
int m_iLimitTeams;
|
|
bool m_bLevelInitialized;
|
|
bool m_bRoundTerminating;
|
|
bool m_bCompleteReset; // Set to TRUE to have the scores reset next time round restarts
|
|
float m_flRequiredEscapeRatio;
|
|
int m_iNumEscapers;
|
|
int m_iHaveEscaped;
|
|
bool m_bCTCantBuy;
|
|
bool m_bTCantBuy; // Who can and can't buy.
|
|
float m_flBombRadius;
|
|
int m_iConsecutiveVIP;
|
|
int m_iTotalGunCount;
|
|
int m_iTotalGrenadeCount;
|
|
int m_iTotalArmourCount;
|
|
int m_iUnBalancedRounds; // keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2
|
|
int m_iNumEscapeRounds; // keeps track of the # of consecutive rounds of escape played.. Teams will be swapped after 8 rounds
|
|
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 *m_pVIPQueue[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;
|
|
|
|
// custom
|
|
bool m_bSkipShowMenu;
|
|
bool m_bNeededPlayers;
|
|
float m_flEscapeRatio;
|
|
};
|
|
|
|
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;
|
|
|
|
typedef struct mapcycle_s
|
|
{
|
|
struct mapcycle_item_s *items;
|
|
struct mapcycle_item_s *next_item;
|
|
|
|
} mapcycle_t;
|
|
|
|
class CCStrikeGameMgrHelper: public IVoiceGameMgrHelper
|
|
{
|
|
public:
|
|
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pSender);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
bool CanPlayerHearPlayer_(CBasePlayer *pListener, CBasePlayer *pSender);
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
extern CGameRules DLLEXPORT *g_pGameRules;
|
|
|
|
CGameRules *InstallGameRules();
|
|
CGameRules *InstallGameRules_();
|
|
|
|
inline CHalfLifeMultiplay *CSGameRules()
|
|
{
|
|
return reinterpret_cast<CHalfLifeMultiplay *>(g_pGameRules);
|
|
}
|
|
|
|
inline void CHalfLifeMultiplay::TerminateRound(float tmDelay, int iWinStatus)
|
|
{
|
|
m_iRoundWinStatus = iWinStatus;
|
|
m_fTeamCount = gpGlobals->time + tmDelay;
|
|
m_bRoundTerminating = true;
|
|
}
|
|
|
|
inline float CHalfLifeMultiplay::GetRoundRespawnTime() const
|
|
{
|
|
#ifdef REGAMEDLL_ADD
|
|
return roundrespawn_time.value;
|
|
#else
|
|
return ROUND_RESPAWN_TIME;
|
|
#endif
|
|
}
|
|
|
|
inline bool CHalfLifeMultiplay::IsFreeForAll() const
|
|
{
|
|
#ifdef REGAMEDLL_ADD
|
|
if (freeforall.value != 0.0f)
|
|
return true;
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
inline bool CHalfLifeMultiplay::HasRoundInfinite(int flags) const
|
|
{
|
|
#ifdef REGAMEDLL_ADD
|
|
if (round_infinite.string[0] == '1')
|
|
return true;
|
|
|
|
if (flags && (UTIL_ReadFlags(round_infinite.string) & flags))
|
|
return true;
|
|
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
bool IsBotSpeaking();
|
|
void SV_Continue_f();
|
|
void SV_Tutor_Toggle_f();
|
|
void SV_Career_Restart_f();
|
|
void SV_Career_EndRound_f();
|
|
void SV_CareerAddTask_f();
|
|
void SV_CareerMatchLimit_f();
|
|
void Broadcast(const char *sentence);
|
|
char *GetTeam(int teamNo);
|
|
void EndRoundMessage(const char *sentence, int event);
|
|
void DestroyMapCycle(mapcycle_t *cycle);
|
|
|
|
char *MP_COM_GetToken();
|
|
char *MP_COM_Parse(char *data);
|
|
int MP_COM_TokenWaiting(char *buffer);
|
|
|
|
int ReloadMapCycleFile(char *filename, mapcycle_t *cycle);
|
|
int CountPlayers();
|
|
void ExtractCommandString(char *s, char *szCommand);
|
|
int GetMapCount();
|
|
|
|
#endif // GAMERULES_H
|