2018-04-22 15:55:55 +00:00
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// GameRules.cpp
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "skill.h"
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#include "game.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHHulls.h"
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DLL_GLOBAL CGameRules* g_pGameRules = NULL;
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extern DLL_GLOBAL BOOL g_fGameOver;
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int g_teamplay = 1;
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//=========================================================
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//=========================================================
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BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
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{
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int iAmmoIndex;
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if ( pszAmmoName )
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{
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iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName );
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if ( iAmmoIndex > -1 )
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{
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if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry )
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{
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// player has room for more of this type of ammo
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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//=========================================================
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//=========================================================
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edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
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{
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// edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
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//
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// pPlayer->InitPlayerFromSpawn(pentSpawnSpot);
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//
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// return pentSpawnSpot;
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ASSERT(FALSE);
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return NULL;
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}
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//=========================================================
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//=========================================================
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BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
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{
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// only living players can have items
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if ( pPlayer->pev->deadflag != DEAD_NO )
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return FALSE;
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if ( pWeapon->pszAmmo1() )
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{
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if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) )
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{
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// we can't carry anymore ammo for this gun. We can only
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// have the gun if we aren't already carrying one of this type
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if ( pPlayer->HasPlayerItem( pWeapon ) )
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{
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return FALSE;
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}
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}
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}
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else
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{
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// weapon doesn't use ammo, don't take another if you already have it.
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if ( pPlayer->HasPlayerItem( pWeapon ) )
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{
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return FALSE;
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}
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}
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// note: will fall through to here if GetItemInfo doesn't fill the struct!
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return TRUE;
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}
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//=========================================================
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// load the SkillData struct with the proper values based on the skill level.
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//=========================================================
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void CGameRules::RefreshSkillData ( void )
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{
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}
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//=========================================================
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// instantiate the proper game rules object
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//=========================================================
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//CGameRules *InstallGameRules( void )
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//{
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// SERVER_COMMAND( "exec game.cfg\n" );
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// SERVER_EXECUTE( );
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//
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// if ( !gpGlobals->deathmatch )
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// {
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// // generic half-life
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// g_teamplay = 0;
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// return new CHalfLifeRules;
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// }
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// else
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// {
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// if ( teamplay.value > 0 )
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// {
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// // teamplay
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//
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// g_teamplay = 1;
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// return new CHalfLifeTeamplay;
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// }
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// if ((int)gpGlobals->deathmatch == 1)
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// {
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// // vanilla deathmatch
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// g_teamplay = 0;
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// return new CHalfLifeMultiplay;
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// }
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// else
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// {
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// // vanilla deathmatch??
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// g_teamplay = 0;
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// return new CHalfLifeMultiplay;
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// }
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// }
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//}
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