nuclide/cstrike/src/server/gamerules.h

81 lines
2.5 KiB
C++

/*
* 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.
*/
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);