Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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