nuclide/src/server/gamerules.h

69 lines
2.2 KiB
C++

/*
* Copyright (c) 2016-2020 Marco Cawthorne <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 CGameRules
{
int m_iIntermission;
float m_flIntermissionTime;
float m_flIntermissionCycle;
void() CGameRules;
virtual void(void) InitPostEnts;
/* logic */
virtual void(void) FrameStart;
virtual float(base_player,string) ConsoleCommand;
/* client */
virtual void(base_player) PlayerConnect;
virtual void(base_player) PlayerDisconnect;
virtual void(base_player) PlayerKill;
virtual void(base_player) PlayerSpawn;
virtual void(base_player) PlayerPreFrame;
virtual void(base_player) PlayerPostFrame;
virtual void(base_player) PlayerDeath;
virtual void(base_player) PlayerPain;
virtual bool(base_player) PlayerCanAttack;
/* level transitions */
virtual void(void) LevelNewParms;
virtual void(base_player) LevelChangeParms;
/* Entities/Item manipulation */
virtual int(int) MaxItemPerSlot;
virtual int(void) MonstersSpawn;
virtual void(entity,entity,float,int,damageType_t) DamageApply;
virtual int(entity, vector) DamageCheckTrace;
virtual void(vector,entity,float,float,int,int) DamageRadius;
/* end of a game */
virtual void(void) IntermissionStart;
virtual void(void) IntermissionCycle;
virtual void(void) IntermissionEnd;
virtual int(void) InIntermission;
virtual float(void) IsTeamPlay;
/* spectator */
/*virtual void(base_player) SpectatorConnect;
virtual void(base_player) SpectatorDisconnect;
virtual void(base_player) SpectatorThink;*/
};
/* our currently running mode */
CGameRules g_grMode;