//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game rules for Portal. // //=============================================================================// #ifdef PORTAL_MP #include "portal_mp_gamerules.h" //redirect to multiplayer gamerules in multiplayer builds #else #ifndef PORTAL_GAMERULES_H #define PORTAL_GAMERULES_H #ifdef _WIN32 #pragma once #endif #include "gamerules.h" #include "hl2_gamerules.h" #ifdef CLIENT_DLL #define CPortalGameRules C_PortalGameRules #define CPortalGameRulesProxy C_PortalGameRulesProxy #endif #if defined ( CLIENT_DLL ) #include "steam/steam_api.h" #endif class CPortalGameRulesProxy : public CGameRulesProxy { public: DECLARE_CLASS( CPortalGameRulesProxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); }; class CPortalGameRules : public CHalfLife2 { public: DECLARE_CLASS( CPortalGameRules, CSingleplayRules ); virtual bool Init(); 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 ); #endif #ifdef CLIENT_DLL virtual bool IsBonusChallengeTimeBased( void ); #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. CPortalGameRules(); virtual ~CPortalGameRules() {} 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 "Portal"; } // Ammo virtual void PlayerThink( CBasePlayer *pPlayer ); virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ); virtual bool ShouldBurningPropsEmitLight(); bool ShouldRemoveRadio( void ); public: virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; } private: int DefaultFOV( void ) { return 75; } #endif }; //----------------------------------------------------------------------------- // Gets us at the Half-Life 2 game rules //----------------------------------------------------------------------------- inline CPortalGameRules* PortalGameRules() { return static_cast(g_pGameRules); } #endif // PORTAL_GAMERULES_H #endif