Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Game rules for Portal.
//
//=============================================================================//
#ifndef PORTAL_GAMERULES_H
#define PORTAL_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
#include "hl2_gamerules.h"
#define DISABLE_DEBUG_HISTORY 1
#ifdef CLIENT_DLL
#define CPortalGameRules C_PortalGameRules
#define CPortalGameRulesProxy C_PortalGameRulesProxy
#endif
class CPortalGameRulesProxy : public CGameRulesProxy { public: DECLARE_CLASS( CPortalGameRulesProxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); };
class CPortalGameRules : public CHalfLife2 { public: DECLARE_CLASS( CPortalGameRules, CHalfLife2 );
CPortalGameRules(); virtual ~CPortalGameRules() {}
#ifdef CLIENT_DLL
virtual bool IsBonusChallengeTimeBased( void ); virtual bool IsChallengeMode(); #endif
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
private:
#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.
public:
virtual const char * GetGameDescription( void ); virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ); virtual void RegisterScriptFunctions( void );
virtual bool ShouldBurningPropsEmitLight() { return false; } virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) { return 0.0f; } //no fall damage in portal
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual bool IsSavingAllowed( void ); #endif
};
//-----------------------------------------------------------------------------
// Gets us at the Portal game rules
//-----------------------------------------------------------------------------
inline CPortalGameRules* PortalGameRules() { return dynamic_cast<CPortalGameRules*>(g_pGameRules); }
#endif // PORTAL_GAMERULES_H
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