New Gamerules

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Revision as of 10:31, 5 September 2008 by Craziestdan (talk | contribs) (cleanup/no credits)
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For all of those who need to implement new gamerules in their mod, or have tried and failed these two snippets will help you along.

You can find/replace

InheritedGameRules

and then replace with your game rules name.

The header file:


#ifndef INHERITED_GAMERULES_H
#define INHERITED_GAMERULES_H
#pragma once

#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "hl2mp_gamerules.h"
#include "gamevars_shared.h"

#ifndef CLIENT_DLL
#include "hl2mp_player.h"
#endif

#ifdef CLIENT_DLL
	#define CInheritedGameRules C_InheritedGameRules
	#define CInheritedGameRulesProxy C_InheritedGameRulesProxy
#endif

class CInheritedGameRulesProxy : public CHL2MPGameRulesProxy
{
public:
	DECLARE_CLASS( CInheritedGameRulesProxy, CHL2MPGameRulesProxy );
	DECLARE_NETWORKCLASS();
};

class CInheritedGameRules : public CHL2MPRules
{
public:
	DECLARE_CLASS( CInheritedGameRules, CHL2MPRules );

#ifdef CLIENT_DLL

	DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.

#else

	DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
#endif

	// Constructor
	CInheritedGameRules();
	// Destructor
	virtual ~CInheritedGameRules();

	virtual void Precache( void );
	virtual bool ClientCommand( const char *pcmd, CBaseEntity *pEdict );

	virtual void Think( void );

	virtual const char *GetGameDescription( void ){ return "Inherited"; }
	
#ifndef CLIENT_DLL


#endif
	
private:

};

inline CInheritedGameRules* InheritedGameRules()
{
	return static_cast<CInheritedGameRules*>(g_pGameRules);
}

#endif //INHERITED_GAMERULES_H

The main CPP file:

  1. include "cbase.h"
  2. include "inherited_gamerules.h"
  3. include "viewport_panel_names.h"
  4. include "gameeventdefs.h"
  5. include <KeyValues.h>
  6. include "ammodef.h"
  1. ifdef CLIENT_DLL

#include "c_hl2mp_player.h"

  1. else

#include "eventqueue.h" #include "player.h" #include "gamerules.h" #include "game.h" #include "items.h" #include "entitylist.h" #include "mapentities.h" #include "in_buttons.h" #include <ctype.h> #include "voice_gamemgr.h" #include "iscorer.h" #include "hl2mp_player.h" #include "weapon_hl2mpbasehlmpcombatweapon.h" #include "team.h" #include "voice_gamemgr.h" #include "hl2mp_gameinterface.h" #include "hl2mp_cvars.h"

  1. ifdef DEBUG

#include "hl2mp_bot_temp.h"

  1. endif
  1. endif

REGISTER_GAMERULES_CLASS( CInheritedGameRules );

BEGIN_NETWORK_TABLE_NOBASE( CInheritedGameRules, DT_InheritedGameRules )

#ifdef CLIENT_DLL

#else

#endif

END_NETWORK_TABLE()


LINK_ENTITY_TO_CLASS( inherited_gamerules, CInheritedGameRulesProxy ); IMPLEMENT_NETWORKCLASS_ALIASED( InheritedGameRulesProxy, DT_InheritedGameRulesProxy )

  1. ifdef CLIENT_DLL

void RecvProxy_InheritedGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID ) { CInheritedGameRules *pRules = InheritedGameRules(); Assert( pRules ); *pOut = pRules; }

BEGIN_RECV_TABLE( CInheritedGameRulesProxy, DT_InheritedGameRulesProxy ) RecvPropDataTable( "inherited_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_InheritedGameRules ), RecvProxy_InheritedGameRules ) END_RECV_TABLE()

  1. else

void* SendProxy_InheritedGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID ) { CInheritedGameRules *pRules = InheritedGameRules(); Assert( pRules ); return pRules; }

BEGIN_SEND_TABLE( CInheritedGameRulesProxy, DT_InheritedGameRulesProxy ) SendPropDataTable( "inherited_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_InheritedGameRules ), SendProxy_InheritedGameRules ) END_SEND_TABLE()

  1. endif

CInheritedGameRules::CInheritedGameRules() {

  1. ifndef CLIENT_DLL
  1. endif

}

CInheritedGameRules::~CInheritedGameRules( void ) {

  1. ifndef CLIENT_DLL

// Note, don't delete each team since they are in the gEntList and will // automatically be deleted from there, instead. g_Teams.Purge();

  1. endif

}

void CInheritedGameRules::Think( void ) {

  1. ifndef CLIENT_DLL

BaseClass::Think();

  1. endif

}

//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInheritedGameRules::Precache( void ) { BaseClass::Precache(); }

bool CInheritedGameRules::ClientCommand(const char *pcmd, CBaseEntity *pEdict ) {

return BaseClass::ClientCommand( pcmd, pEdict );

}