nuclide/src/server/gamerules.cpp

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* init */
void
CGameRules::InitPostEnts(void)
{
//print("Init!\n");
}
/* logic */
void
CGameRules::FrameStart(void)
{
//print("StartFrame!\n");
}
float
CGameRules::ConsoleCommand(player pl, string cmd)
{
return FALSE;
}
/* client */
void
CGameRules::PlayerConnect(entity pl)
{
//print("ClientConnect!\n");
}
void
CGameRules::PlayerDisconnect(entity pl)
{
//print("ClientDisconnect!\n");
}
void
CGameRules::PlayerKill(player pl)
{
//print("PlayerKill!\n");
}
void
CGameRules::PlayerDeath(player pl)
{
//print("PlayerDeath!\n");
}
void
CGameRules::PlayerPain(player pl)
{
//print("ClientKill!\n");
}
void
CGameRules::PlayerSpawn(player pl)
{
//print("PutClientInServer!\n");
}
void
CGameRules::PlayerPreFrame(player pl)
{
//print("PlayerPreThink!\n");
}
void
CGameRules::PlayerPostFrame(player pl)
{
//print("PlayerPostThink!\n");
}
/* level transitions */
void
CGameRules::LevelNewParms(void)
{
//print("LevelNewParms!\n");
}
void
CGameRules::LevelChangeParms(player pl)
{
//print("LevelChangeParms!\n");
}
/* spectator */
/*void
CGameRules::SpectatorConnect(player pl)
{
//print("SpectatorConnect!\n");
}
void
CGameRules::SpectatorDisconnect(player pl)
{
//print("SpectatorDisconnect!\n");
}
void
CGameRules::SpectatorThink(player pl)
{
//print("SpectatorThink!\n");
}*/
void
CGameRules::CGameRules(void)
{
//print("CGameRules!\n");
}
/* our currently running mode */
CGameRules g_grMode;