mirror of
https://github.com/shawns-valve/halflife.git
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222 lines
5 KiB
C
222 lines
5 KiB
C
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#ifdef THREEWAVE
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#define BLUE 2
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#define RED 1
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#include "voice_gamemgr.h"
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//=========================================================
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// Flags
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//=========================================================
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class CItemFlag : public CBaseEntity
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{
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public:
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void Spawn( void );
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BOOL Dropped;
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float m_flDroppedTime;
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void EXPORT FlagThink( void );
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private:
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void Precache ( void );
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void Capture(CBasePlayer *pPlayer, int iTeam );
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void ResetFlag( int iTeam );
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void Materialize( void );
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void EXPORT FlagTouch( CBaseEntity *pOther );
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// BOOL MyTouch( CBasePlayer *pPlayer );
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};
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class CCarriedFlag : public CBaseEntity
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{
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public:
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void Spawn( void );
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CBasePlayer *Owner;
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int m_iOwnerOldVel;
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private:
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void Precache ( void );
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void EXPORT FlagThink( void );
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};
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class CResistRune : public CBaseEntity
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{
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private:
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void EXPORT RuneRespawn ( void );
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public:
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void EXPORT RuneTouch ( CBaseEntity *pOther );
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void Spawn( void );
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void EXPORT MakeTouchable ( void );
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int m_iRuneFlag;
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bool m_bTouchable;
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bool dropped;
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};
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class CStrengthRune : public CBaseEntity
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{
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private:
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void EXPORT RuneRespawn ( void );
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public:
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void EXPORT RuneTouch ( CBaseEntity *pOther );
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void Spawn( void );
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void EXPORT MakeTouchable ( void );
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int m_iRuneFlag;
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bool m_bTouchable;
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bool dropped;
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};
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class CHasteRune : public CBaseEntity
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{
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private:
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void EXPORT RuneRespawn ( void );
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public:
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void EXPORT RuneTouch ( CBaseEntity *pOther );
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void EXPORT MakeTouchable ( void );
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void Spawn( void );
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int m_iRuneFlag;
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bool m_bTouchable;
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bool dropped;
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};
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class CRegenRune : public CBaseEntity
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{
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private:
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void EXPORT RuneRespawn ( void );
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public:
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void EXPORT RuneTouch ( CBaseEntity *pOther );
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void Spawn( void );
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void EXPORT MakeTouchable ( void );
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int m_iRuneFlag;
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bool m_bTouchable;
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bool dropped;
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};
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class CGrapple : public CBaseEntity
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{
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public:
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//Yes, I have no imagination so I use standard touch, spawn and think function names.
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//Sue me! =P.
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void Spawn ( void );
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void EXPORT OnAirThink ( void );
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void EXPORT GrappleTouch ( CBaseEntity *pOther );
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void Reset_Grapple ( void );
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void EXPORT Grapple_Track ( void );
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float m_flNextIdleTime;
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};
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#define STEAL_SOUND 1
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#define CAPTURE_SOUND 2
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#define RETURN_SOUND 3
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#define RED_FLAG_STOLEN 1
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#define BLUE_FLAG_STOLEN 2
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#define RED_FLAG_CAPTURED 3
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#define BLUE_FLAG_CAPTURED 4
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#define RED_FLAG_RETURNED_PLAYER 5
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#define BLUE_FLAG_RETURNED_PLAYER 6
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#define RED_FLAG_RETURNED 7
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#define BLUE_FLAG_RETURNED 8
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#define RED_FLAG_LOST 9
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#define BLUE_FLAG_LOST 10
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#define RED_FLAG_STOLEN 1
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#define BLUE_FLAG_STOLEN 2
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#define RED_FLAG_DROPPED 3
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#define BLUE_FLAG_DROPPED 4
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#define RED_FLAG_ATBASE 5
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#define BLUE_FLAG_ATBASE 6
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#define MAX_TEAMNAME_LENGTH 16
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#define MAX_TEAMS 32
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#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
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class CThreeWave : public CHalfLifeMultiplay
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{
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public:
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CThreeWave();
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
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virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
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virtual BOOL IsTeamplay( void );
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virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
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virtual const char *GetTeamID( CBaseEntity *pEntity );
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virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
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virtual void InitHUD( CBasePlayer *pl );
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor );
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virtual const char *GetGameDescription( void ) { return "3Wave CTF"; } // this is the game name that gets seen in the server browser
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virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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virtual void Think ( void );
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virtual int GetTeamIndex( const char *pTeamName );
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virtual const char *GetIndexedTeamName( int teamIndex );
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virtual BOOL IsValidTeam( const char *pTeamName );
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virtual void ChangePlayerTeam( CBasePlayer *pPlayer, int iTeam );
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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void JoinTeam ( CBasePlayer *pPlayer, int iTeam );
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int TeamWithFewestPlayers ( void );
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virtual void ClientDisconnected( edict_t *pClient );
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void GetFlagStatus( CBasePlayer *pPlayer );
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virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
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virtual void PlayerThink( CBasePlayer *pPlayer );
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void PlayerTakeDamage( CBasePlayer *pPlayer , CBaseEntity *pAttacker );
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int iBlueFlagStatus;
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int iRedFlagStatus;
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int iBlueTeamScore;
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int iRedTeamScore;
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float m_flFlagStatusTime;
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private:
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void RecountTeams( void );
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BOOL m_DisableDeathMessages;
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BOOL m_DisableDeathPenalty;
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BOOL m_teamLimit; // This means the server set only some teams as valid
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char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
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};
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#endif
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