Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef HL1MP_GAMERULES_H
#define HL1MP_GAMERULES_H
#pragma once
#include "gamerules.h"
#include "teamplay_gamerules.h"
extern ConVar sk_mp_dmg_multiplier ;
#ifdef CLIENT_DLL
#define CHL1MPRules C_HL1MPRules
#define CHL1MPGameRulesProxy C_HL1MPGameRulesProxy
#endif
class CHL1MPGameRulesProxy : public CGameRulesProxy { public: DECLARE_CLASS( CHL1MPGameRulesProxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); };
class CHL1MPRules : public CTeamplayRules { public: DECLARE_CLASS( CHL1MPRules, CTeamplayRules );
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); #else
DECLARE_SERVERCLASS_NOBASE(); #endif
CHL1MPRules(); virtual ~CHL1MPRules();
virtual void CreateStandardEntities( void );
virtual bool IsTeamplay( void ) { return m_bTeamPlayEnabled; }
virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ); virtual float GetDamageMultiplier( void );
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer ) { return true; } bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
#ifdef CLIENT_DLL
#else
virtual const char *GetGameDescription( void ) { return "Half-Life Deathmatch: Source"; } // this is the game name that gets seen in the server browser
virtual void Think ( void );
virtual void GoToIntermission( void );
virtual void InitDefaultAIRelationships( void );
virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon ); virtual float FlItemRespawnTime( CItem *pItem );
virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ); virtual void InitHUD( CBasePlayer *pPlayer ); virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib ); virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
virtual int GetTeamIndex( const char * pName ); #endif
private:
const char *TeamWithFewestPlayers( void );
CNetworkVar( bool, m_bTeamPlayEnabled ); };
inline CHL1MPRules* HL1MPRules() { return dynamic_cast<CHL1MPRules*>(g_pGameRules); }
#endif
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