/* * Copyright (c) 2016-2020 Marco Hladik * * 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. */ class GameRules:CGameRules { virtual void(base_player) PlayerConnect; virtual void(base_player) PlayerDisconnect; virtual void(base_player) PlayerKill; virtual void(base_player) PlayerPostFrame; virtual void(base_player) LevelDecodeParms; virtual void(base_player) LevelChangeParms; virtual void(void) LevelNewParms; }; class SingleplayerRules:GameRules { /* client */ virtual void(base_player) PlayerSpawn; virtual void(base_player) PlayerDeath; }; class MultiplayerRules:GameRules { int m_iIntermission; int m_iIntermissionTime; virtual void(void) FrameStart; /* client */ virtual void(base_player) PlayerSpawn; virtual void(base_player) PlayerDeath; virtual float(base_player, string) ConsoleCommand; };