//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The HL2 Game rules object // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef HL1_GAMERULES_H #define HL1_GAMERULES_H #pragma once #include "gamerules.h" #include "singleplay_gamerules.h" #ifdef CLIENT_DLL #define CHalfLife1 C_HalfLife1 #endif class CHalfLife1 : public CSingleplayRules { public: DECLARE_CLASS( CHalfLife1, CSingleplayRules ); // Damage Queries. virtual int Damage_GetShowOnHud( void ); // Client/server shared implementation. virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 ); #ifndef CLIENT_DLL CHalfLife1(); virtual ~CHalfLife1() {} virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args ); virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual void InitDefaultAIRelationships( void ); virtual const char * AIClassText(int classType); virtual const char * GetGameDescription( void ); virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); // Ammo virtual void PlayerThink( CBasePlayer *pPlayer ); bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon ); void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore ); int DefaultFOV( void ) { return 90; } #endif }; #endif // HL1_GAMERULES_H