mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
119 lines
3.1 KiB
C++
119 lines
3.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Game rules for Half-Life 2.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef HL2_GAMERULES_H
|
|
#define HL2_GAMERULES_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "gamerules.h"
|
|
#include "singleplay_gamerules.h"
|
|
#include "hl2_shareddefs.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
#define CHalfLife2 C_HalfLife2
|
|
#define CHalfLife2Proxy C_HalfLife2Proxy
|
|
#endif
|
|
|
|
|
|
class CHalfLife2Proxy : public CGameRulesProxy
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CHalfLife2Proxy, CGameRulesProxy );
|
|
DECLARE_NETWORKCLASS();
|
|
};
|
|
|
|
|
|
class CHalfLife2 : public CSingleplayRules
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CHalfLife2, CSingleplayRules );
|
|
|
|
// Damage Query Overrides.
|
|
virtual bool Damage_IsTimeBased( int iDmgType );
|
|
// TEMP:
|
|
virtual int Damage_GetTimeBased( void );
|
|
|
|
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
|
|
virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity);
|
|
#ifndef CLIENT_DLL
|
|
virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
|
|
virtual float GetAutoAimScale( CBasePlayer *pPlayer );
|
|
virtual float GetAmmoQuantityScale( int iAmmoIndex );
|
|
virtual void LevelInitPreEntity();
|
|
#endif
|
|
|
|
private:
|
|
// Rules change for the mega physgun
|
|
CNetworkVar( bool, m_bMegaPhysgun );
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
|
|
|
|
#else
|
|
|
|
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
|
|
|
|
CHalfLife2();
|
|
virtual ~CHalfLife2() {}
|
|
|
|
virtual void Think( void );
|
|
|
|
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
|
|
virtual void PlayerSpawn( CBasePlayer *pPlayer );
|
|
|
|
virtual void InitDefaultAIRelationships( void );
|
|
virtual const char* AIClassText(int classType);
|
|
virtual const char *GetGameDescription( void ) { return "Half-Life 2"; }
|
|
|
|
// Ammo
|
|
virtual void PlayerThink( CBasePlayer *pPlayer );
|
|
virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
|
|
|
|
virtual bool ShouldBurningPropsEmitLight();
|
|
public:
|
|
|
|
bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
|
|
|
|
bool NPC_ShouldDropGrenade( CBasePlayer *pRecipient );
|
|
bool NPC_ShouldDropHealth( CBasePlayer *pRecipient );
|
|
void NPC_DroppedHealth( void );
|
|
void NPC_DroppedGrenade( void );
|
|
bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; }
|
|
|
|
virtual bool IsAlyxInDarknessMode();
|
|
|
|
private:
|
|
|
|
float m_flLastHealthDropTime;
|
|
float m_flLastGrenadeDropTime;
|
|
|
|
void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo );
|
|
float AdjustPlayerDamageInflicted( float damage );
|
|
|
|
int DefaultFOV( void ) { return 75; }
|
|
#endif
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets us at the Half-Life 2 game rules
|
|
//-----------------------------------------------------------------------------
|
|
inline CHalfLife2* HL2GameRules()
|
|
{
|
|
#if ( !defined( HL2_DLL ) && !defined( HL2_CLIENT_DLL ) ) || defined( HL2MP )
|
|
Assert( 0 ); // g_pGameRules is NOT an instance of CHalfLife2 and bad things happen
|
|
#endif
|
|
|
|
return static_cast<CHalfLife2*>(g_pGameRules);
|
|
}
|
|
|
|
|
|
|
|
#endif // HL2_GAMERULES_H
|