halflife-photomode/dlls/teamplay_gamerules.h

59 lines
2.4 KiB
C++

/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// teamplay_gamerules.h
//
#pragma once
#define MAX_TEAMNAME_LENGTH 16
#define MAX_TEAMS 32
#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS* MAX_TEAMNAME_LENGTH
class CHalfLifeTeamplay : public CHalfLifeMultiplay
{
public:
CHalfLifeTeamplay();
bool ClientCommand(CBasePlayer* pPlayer, const char* pcmd) override;
void ClientUserInfoChanged(CBasePlayer* pPlayer, char* infobuffer) override;
bool IsTeamplay() override;
bool FPlayerCanTakeDamage(CBasePlayer* pPlayer, CBaseEntity* pAttacker) override;
int PlayerRelationship(CBaseEntity* pPlayer, CBaseEntity* pTarget) override;
const char* GetTeamID(CBaseEntity* pEntity) override;
bool ShouldAutoAim(CBasePlayer* pPlayer, edict_t* target) override;
int IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled) override;
void InitHUD(CBasePlayer* pl) override;
void DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pevInflictor) override;
const char* GetGameDescription() override { return "HL Teamplay"; } // this is the game name that gets seen in the server browser
void UpdateGameMode(CBasePlayer* pPlayer) override; // the client needs to be informed of the current game mode
void PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) override;
void Think() override;
int GetTeamIndex(const char* pTeamName) override;
const char* GetIndexedTeamName(int teamIndex) override;
bool IsValidTeam(const char* pTeamName) override;
const char* SetDefaultPlayerTeam(CBasePlayer* pPlayer) override;
void ChangePlayerTeam(CBasePlayer* pPlayer, const char* pTeamName, bool bKill, bool bGib) override;
private:
void RecountTeams(bool bResendInfo = false);
const char* TeamWithFewestPlayers();
bool m_DisableDeathMessages;
bool m_DisableDeathPenalty;
bool m_teamLimit; // This means the server set only some teams as valid
char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
};