/* * 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 CSGameRules: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) PlayerDeath; virtual void(base_player) PlayerPain; /* level transitions */ virtual void(base_player) LevelChangeParms; virtual void(base_player) LevelDecodeParms; virtual void(void) LevelNewParms; virtual int(base_player) BuyingPossible; }; class CSSingleplayerRules:CSGameRules { /* client */ virtual void(base_player) PlayerSpawn; virtual void(base_player) PlayerDeath; }; class CSMultiplayerRules:CSGameRules { entity m_eLastTSpawn; entity m_eLastCTSpawn; void() CSMultiplayerRules; virtual void(void) InitPostEnts; virtual void(void) FrameStart; virtual void(base_player) PlayerSpawn; virtual void(base_player) PlayerPreFrame; virtual void(base_player) PlayerDeath; virtual int(int) MaxItemPerSlot; virtual float(base_player, string) ConsoleCommand; /* CS specific */ virtual void(void) CreateRescueZones; virtual void(void) CreateCTBuyzones; virtual void(void) CreateTBuyzones; virtual void(float, int) TimerBegin; virtual void(void) TimerUpdate; virtual int(base_player) BuyingPossible; virtual void(int, int, int) RoundOver; virtual void(int) RestartRound; virtual void(base_player) DeathCheck; virtual void(base_player) MakeBomber; virtual void(base_player) MakeVIP; virtual void(void) CountPlayers; virtual void(void) SwitchTeams; virtual void(void) TimeOut; virtual void(base_player) PlayerClearWeaponry; virtual void(base_player, int) PlayerMakePlayable; virtual void(base_player) PlayerMakeSpectator; virtual void(base_player, int) PlayerRespawn; virtual entity(float) PlayerFindSpawn; }; void CSEv_JoinAuto(void);