63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class HLGameRules:CGameRules
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{
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virtual void PlayerConnect(NSClientPlayer);
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virtual void PlayerDisconnect(NSClientPlayer);
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virtual void PlayerKill(NSClientPlayer);
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virtual void PlayerPostFrame(NSClientPlayer);
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virtual void LevelDecodeParms(NSClientPlayer);
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virtual void LevelChangeParms(NSClientPlayer);
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virtual void LevelNewParms(void);
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virtual bool IsMultiplayer(void);
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virtual bool ImpulseCommand(NSClient, float);
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};
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class HLSingleplayerRules:HLGameRules
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{
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/* client */
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual bool(void) IsMultiplayer;
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virtual bool ImpulseCommand(NSClient, float);
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};
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class HLMultiplayerRules:HLGameRules
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{
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int m_iIntermission;
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int m_iIntermissionTime;
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string m_strTeamList;
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void(void) HLMultiplayerRules;
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virtual void(void) FrameStart;
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virtual void(void) CheckRules;
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virtual bool(void) MonstersSpawn;
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/* client */
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual bool(NSClientPlayer, string) ConsoleCommand;
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virtual bool(void) IsMultiplayer;
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virtual bool(void) IsTeamplay;
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virtual void(void) InitPostEnts;
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virtual bool PlayerRequestRespawn(NSClientPlayer);
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};
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