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66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The HL2 Game rules object
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL1_GAMERULES_H
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#define HL1_GAMERULES_H
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#pragma once
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#include "gamerules.h"
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#include "singleplay_gamerules.h"
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#ifdef CLIENT_DLL
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#define CHalfLife1 C_HalfLife1
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#endif
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class CHalfLife1 : public CSingleplayRules
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{
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public:
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DECLARE_CLASS( CHalfLife1, CSingleplayRules );
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// Damage Queries.
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virtual int Damage_GetShowOnHud( void );
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// Client/server shared implementation.
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virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
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#ifndef CLIENT_DLL
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CHalfLife1();
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virtual ~CHalfLife1() {}
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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 );
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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// Ammo
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virtual void PlayerThink( CBasePlayer *pPlayer );
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bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
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void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore );
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int DefaultFOV( void ) { return 90; }
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#endif
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};
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#endif // HL1_GAMERULES_H
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