📄 hl1_gamerules.h
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: The HL2 Game rules object
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef HL1_GAMERULES_H
#define HL1_GAMERULES_H
#pragma once
#include "gamerules.h"
#include "singleplay_gamerules.h"
#ifdef CLIENT_DLL
#define CHalfLife1 C_HalfLife1
#endif
class CHalfLife1 : public CSingleplayRules
{
public:
DECLARE_CLASS( CHalfLife1, CSingleplayRules );
DECLARE_NETWORKCLASS();
// Client/server shared implementation.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
#ifdef CLIENT_DLL
virtual void OnDataChanged( DataUpdateType_t type );
#else
CHalfLife1();
virtual ~CHalfLife1() {}
virtual bool ClientCommand( const char *pcmd, CBaseEntity *pEdict );
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void InitDefaultAIRelationships( void );
virtual const char * AIClassText(int classType);
virtual const char * GetGameDescription( void ) { return "Half-Life 1"; }
// Ammo
virtual void PlayerThink( CBasePlayer *pPlayer );
bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore );
#endif
};
#endif // HL1_GAMERULES_H
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