Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

107 lines
2.8 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef MAPRULES_H
#define MAPRULES_H
class CRuleEntity : public CBaseEntity
{
public:
DECLARE_CLASS( CRuleEntity, CBaseEntity );
void Spawn( void );
DECLARE_DATADESC();
void SetMaster( string_t iszMaster ) { m_iszMaster = iszMaster; }
protected:
bool CanFireForActivator( CBaseEntity *pActivator );
private:
string_t m_iszMaster;
};
//
// CRulePointEntity -- base class for all rule "point" entities (not brushes)
//
class CRulePointEntity : public CRuleEntity
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CRulePointEntity, CRuleEntity );
int m_Score;
void Spawn( void );
};
class CGameCoopMissionManager : public CRulePointEntity
{
public:
DECLARE_CLASS( CGameCoopMissionManager, CRulePointEntity );
DECLARE_ENT_SCRIPTDESC();
DECLARE_DATADESC();
void Spawn( void );
bool KeyValue( const char *szKeyName, const char *szValue );
int GetWaveNumber( void );
void SetWaveCompleted( void );
void SetRoundReset( void );
void SetSpawnsReset( void ); // used for spawns
void SetRoundLostKilled( void );
void SetRoundLostTime( void );
void SetMissionCompleted( void );
//void InputGetWaveNumber( inputdata_t &inputdata );
private:
COutputEvent m_OnWaveCompleted;
COutputEvent m_OnRoundReset;
COutputEvent m_OnSpawnsReset;
COutputEvent m_OnRoundLostKilled;
COutputEvent m_OnRoundLostTime;
COutputEvent m_OnMissionCompleted;
};
#define SF_PLAYEREQUIP_USEONLY 0x0001
#define SF_PLAYEREQUIP_STRIPFIRST 0x0002
#define SF_PLAYEREQUIP_ONLYSTRIPSAME 0x0004
#define MAX_EQUIP 32
class CGamePlayerEquip : public CRulePointEntity
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CGamePlayerEquip, CRulePointEntity );
//inputs
void InputTriggerForAllPlayers( inputdata_t &inputdata );
void InputTriggerForActivatedPlayer( inputdata_t &inputdata );
bool KeyValue( const char *szKeyName, const char *szValue );
void TriggerForAllPlayers( void );
void TriggerForActivatedPlayer( CBasePlayer *pPlayer, const char *szWeapon );
void Touch( CBaseEntity *pOther );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline bool UseOnly( void ) { return ( m_spawnflags & SF_PLAYEREQUIP_USEONLY ) ? true : false; }
inline bool StripFirst( void ) { return ( m_spawnflags & SF_PLAYEREQUIP_STRIPFIRST ) ? true : false; }
inline bool OnlyStripSameWeaponType( void ) { return ( m_spawnflags & SF_PLAYEREQUIP_ONLYSTRIPSAME ) ? true : false; }
private:
void EquipPlayer( CBaseEntity *pPlayer, const char *szWeapon = NULL );
string_t m_weaponNames[MAX_EQUIP];
int m_weaponCount[MAX_EQUIP];
};
#endif // MAPRULES_H