//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game rules for Half-Life 2. // //=============================================================================// #ifndef HL2_GAMERULES_H #define HL2_GAMERULES_H #ifdef _WIN32 #pragma once #endif #include "gamerules.h" #include "singleplay_gamerules.h" #include "hl2_shareddefs.h" #ifdef CLIENT_DLL #define CHalfLife2 C_HalfLife2 #define CHalfLife2Proxy C_HalfLife2Proxy #endif class CHalfLife2Proxy : public CGameRulesProxy { public: DECLARE_CLASS( CHalfLife2Proxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); }; class CHalfLife2 : public CSingleplayRules { public: DECLARE_CLASS( CHalfLife2, CSingleplayRules ); // Damage Query Overrides. virtual bool Damage_IsTimeBased( int iDmgType ); // TEMP: virtual int Damage_GetTimeBased( void ); virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 ); virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity); #ifndef CLIENT_DLL virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ); virtual float GetAutoAimScale( CBasePlayer *pPlayer ); virtual float GetAmmoQuantityScale( int iAmmoIndex ); virtual void LevelInitPreEntity(); #endif private: // Rules change for the mega physgun CNetworkVar( bool, m_bMegaPhysgun ); #ifdef CLIENT_DLL DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars. #else DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars. CHalfLife2(); virtual ~CHalfLife2() {} virtual void Think( void ); 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 ) { return "Half-Life 2"; } // Ammo virtual void PlayerThink( CBasePlayer *pPlayer ); virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ); virtual bool ShouldBurningPropsEmitLight(); public: bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ); bool NPC_ShouldDropGrenade( CBasePlayer *pRecipient ); bool NPC_ShouldDropHealth( CBasePlayer *pRecipient ); void NPC_DroppedHealth( void ); void NPC_DroppedGrenade( void ); bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; } virtual bool IsAlyxInDarknessMode(); private: float m_flLastHealthDropTime; float m_flLastGrenadeDropTime; void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo ); float AdjustPlayerDamageInflicted( float damage ); int DefaultFOV( void ) { return 75; } #endif }; //----------------------------------------------------------------------------- // Gets us at the Half-Life 2 game rules //----------------------------------------------------------------------------- inline CHalfLife2* HL2GameRules() { #if ( !defined( HL2_DLL ) && !defined( HL2_CLIENT_DLL ) ) || defined( HL2MP ) Assert( 0 ); // g_pGameRules is NOT an instance of CHalfLife2 and bad things happen #endif return static_cast(g_pGameRules); } #endif // HL2_GAMERULES_H