Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game rules for Portal.
//
//=============================================================================//
#ifdef PORTAL_MP
#include "portal_mp_gamerules.h" //redirect to multiplayer gamerules in multiplayer builds
#else
#ifndef PORTAL_GAMERULES_H
#define PORTAL_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
#include "hl2_gamerules.h"
#ifdef CLIENT_DLL
#define CPortalGameRules C_PortalGameRules
#define CPortalGameRulesProxy C_PortalGameRulesProxy
#endif
#if defined ( CLIENT_DLL )
#include "steam/steam_api.h"
#endif
class CPortalGameRulesProxy : public CGameRulesProxy { public: DECLARE_CLASS( CPortalGameRulesProxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); };
class CPortalGameRules : public CHalfLife2 { public: DECLARE_CLASS( CPortalGameRules, CSingleplayRules );
virtual bool Init(); 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 ); #endif
#ifdef CLIENT_DLL
virtual bool IsBonusChallengeTimeBased( void ); #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.
CPortalGameRules(); virtual ~CPortalGameRules() {}
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 "Portal"; }
// Ammo
virtual void PlayerThink( CBasePlayer *pPlayer ); virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
virtual bool ShouldBurningPropsEmitLight();
bool ShouldRemoveRadio( void ); public:
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; }
private:
int DefaultFOV( void ) { return 75; } #endif
};
//-----------------------------------------------------------------------------
// Gets us at the Half-Life 2 game rules
//-----------------------------------------------------------------------------
inline CPortalGameRules* PortalGameRules() { return static_cast<CPortalGameRules*>(g_pGameRules); }
#endif // PORTAL_GAMERULES_H
#endif
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