FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

game_shared/gamerules.h

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// Functions to verify the single/multiplayer status of a game virtual bool IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch) virtual const unsigned char *GetEncryptionKey() { return NULL; } #ifdef CLIENT_DLL #else
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// Functions to verify the single/multiplayer status of a game virtual bool IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch) virtual const unsigned char *GetEncryptionKey() { return (const unsigned char *)"saxEWr5v"; } #ifdef CLIENT_DLL // --> Mirv: Clientside rules // These aren't pure virtual functions so that they don't // break all the other derived gamerule classes virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) { AssertMsg(0, "This should not be called!"); return 0; } virtual bool FCanTakeDamage( CBaseEntity *pVictim, CBaseEntity *pAttacker ) { AssertMsg(0, "This should not be called!"); return TRUE; } // <-- Mirv #else
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virtual bool IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules? virtual bool IsCoOp( void ) = 0;// is this a coop game? virtual const char *GetGameDescription( void ) { return "Half-Life 2"; } // this is the game name that gets seen in the server browser // Client connection/disconnection virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;// a client just connected to the server (player hasn't spawned yet) virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
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virtual bool IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules? virtual bool IsCoOp( void ) = 0;// is this a coop game? virtual const char *GetGameDescription( void ) { return "Half-Life 2"; } // this is the game name that gets seen in the server browser virtual void SetGameDescription( const char *szGameDescription ) { return; } // this is the game name that gets seen in the server browser // Client connection/disconnection virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;// a client just connected to the server (player hasn't spawned yet) virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
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// Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } virtual float GetAutoAimScale( CBasePlayer *pPlayer ) { return 1.0f; } virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
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// Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? virtual bool FCanTakeDamage( CBaseEntity *pVictim, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } virtual float GetAutoAimScale( CBasePlayer *pPlayer ) { return 1.0f; } virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
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virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now? virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn? virtual CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction. virtual bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer ); virtual bool AllowAutoTargetCrosshair( void ) { return TRUE; };
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virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now? virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn? virtual CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction. virtual Vector GetPlayerSpawnSpotOffset( const CBasePlayer *pPlayer, const Vector vecOrigin, const Vector vecPlayerBoundsMins, const Vector vecPlayerBoundsMaxs );// for moving the spawn spot around the original spawn spot if other players are inside it virtual bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer ); virtual bool AllowAutoTargetCrosshair( void ) { return TRUE; };