117 lines
2.7 KiB
C++
117 lines
2.7 KiB
C++
//========= 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
|