game_shared/multiplay_gamerules.h
65666768697071
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
// Client spawn/respawn control
65666768697071
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual bool FCanTakeDamage( CBaseEntity *pVictim, CBaseEntity *pAttacker );
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
// Client spawn/respawn control
129130131132133134135
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
protected:
virtual void GetNextLevelName( char *szNextMap, int bufsize );
virtual void ChangeLevel( void );
virtual void GoToIntermission( void );
129130131132133134135136
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
//protected: // commenting this out so we can use changelevel/gotointermission
// in lua
virtual void GetNextLevelName( char *szNextMap, int bufsize );
virtual void ChangeLevel( void );
virtual void GoToIntermission( void );