New Gamerules
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For all of those who need to implement new gamerules in their mod, or have tried and failed (Me for the second time), these two snippets (well... files), will help you along.
You can find/replace
InheritedGameRules
and then replace with your game rules name.
Full credits go to StuD-tos
The header file:
//========= Copyright © 2005-2007, Attitude Corporation, All rights reserved. ============//
//
// Author: Christopher 'StuD' Loy
// Purpose:
// File: inherited_gamerules.h
//
//=============================================================================//
#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:
//========= Copyright © 2005-2007, Attitude Corporation, All rights reserved. ============//
//
// Author: Christopher 'StuD' Loy
// Purpose:
// File: inherited_gamerules.cpp
//
//=============================================================================//
#include "cbase.h"
#include "inherited_gamerules.h"
#include "viewport_panel_names.h"
#include "gameeventdefs.h"
#include <KeyValues.h>
#include "ammodef.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#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"
#ifdef DEBUG
#include "hl2mp_bot_temp.h"
#endif
#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 )
#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()
#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()
#endif
CInheritedGameRules::CInheritedGameRules()
{
#ifndef CLIENT_DLL
#endif
}
CInheritedGameRules::~CInheritedGameRules( void )
{
#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();
#endif
}
void CInheritedGameRules::Think( void )
{
#ifndef CLIENT_DLL
BaseClass::Think();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInheritedGameRules::Precache( void )
{
BaseClass::Precache();
}
bool CInheritedGameRules::ClientCommand(const char *pcmd, CBaseEntity *pEdict )
{
return BaseClass::ClientCommand( pcmd, pEdict );
}
Posted by Marine