/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once class CHalfLifeTraining: public CHalfLifeMultiplay { protected: virtual ~CHalfLifeTraining() {}; public: virtual BOOL IsMultiplayer() = 0; virtual BOOL IsDeathmatch() = 0; virtual void InitHUD(CBasePlayer *pl) = 0; virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0; virtual void PlayerThink(CBasePlayer *pPlayer) = 0; virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0; virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0; virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0; virtual int ItemShouldRespawn(CItem *pItem) = 0; virtual void CheckMapConditions() = 0; virtual void CheckWinConditions() = 0; public: float FillAccountTime; float ServerRestartTime; BOOL fInBuyArea; BOOL fVisitedBuyArea; bool fVGUIMenus; }; class CBaseGrenCatch: public CBaseEntity { public: virtual void Spawn() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual void Think() = 0; virtual void Touch(CBaseEntity *pOther) = 0; public: int m_NeedGrenadeType; string_t sTriggerOnGrenade; string_t sDisableOnGrenade; bool m_fSmokeTouching; bool m_fFlashTouched; }; class CFuncWeaponCheck: public CBaseEntity { public: virtual void Spawn() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void Touch(CBaseEntity *pOther) = 0; private: string_t sTriggerWithItems; string_t sTriggerNoItems; string_t sMaster; unsigned int sItemName[32]; int iItemCount; int iAnyWeapon; };