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https://github.com/nillerusr/source-engine.git
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117 lines
2.7 KiB
C
117 lines
2.7 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Game rules for Portal.
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//
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//=============================================================================//
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#ifdef PORTAL_MP
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#include "portal_mp_gamerules.h" //redirect to multiplayer gamerules in multiplayer builds
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#else
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#ifndef PORTAL_GAMERULES_H
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#define PORTAL_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamerules.h"
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#include "hl2_gamerules.h"
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#ifdef CLIENT_DLL
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#define CPortalGameRules C_PortalGameRules
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#define CPortalGameRulesProxy C_PortalGameRulesProxy
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#endif
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#if defined ( CLIENT_DLL )
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#include "steam/steam_api.h"
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#endif
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class CPortalGameRulesProxy : public CGameRulesProxy
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{
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public:
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DECLARE_CLASS( CPortalGameRulesProxy, CGameRulesProxy );
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DECLARE_NETWORKCLASS();
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};
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class CPortalGameRules : public CHalfLife2
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{
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public:
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DECLARE_CLASS( CPortalGameRules, CSingleplayRules );
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virtual bool Init();
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity);
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#ifndef CLIENT_DLL
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virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
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virtual float GetAutoAimScale( CBasePlayer *pPlayer );
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#endif
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#ifdef CLIENT_DLL
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virtual bool IsBonusChallengeTimeBased( void );
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#endif
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private:
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// Rules change for the mega physgun
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CNetworkVar( bool, m_bMegaPhysgun );
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#ifdef CLIENT_DLL
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DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
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#else
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DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
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CPortalGameRules();
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virtual ~CPortalGameRules() {}
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virtual void Think( void );
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virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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virtual void InitDefaultAIRelationships( void );
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virtual const char* AIClassText(int classType);
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virtual const char *GetGameDescription( void ) { return "Portal"; }
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// Ammo
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virtual void PlayerThink( CBasePlayer *pPlayer );
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virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
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virtual bool ShouldBurningPropsEmitLight();
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bool ShouldRemoveRadio( void );
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public:
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; }
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private:
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int DefaultFOV( void ) { return 75; }
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#endif
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};
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//-----------------------------------------------------------------------------
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// Gets us at the Half-Life 2 game rules
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//-----------------------------------------------------------------------------
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inline CPortalGameRules* PortalGameRules()
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{
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return static_cast<CPortalGameRules*>(g_pGameRules);
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}
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#endif // PORTAL_GAMERULES_H
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#endif
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