Signature
enum GamedllFunc_CSGameRules
{
/*
* Description: Should the player switch to this weapon?
* Return type: BOOL
* Params: (const index, const weapon)
*/
RG_CSGameRules_FShouldSwitchWeapon = BEGIN_FUNC_REGION(gamerules),
/*
* Description: I can't use this weapon anymore, get me the next best one.
* Return type: BOOL
* Params: (const index, const currentWeapon)
*/
RG_CSGameRules_GetNextBestWeapon,
/*
* Description: -
* Return type: float
* Params: (const index)
*/
RG_CSGameRules_FlPlayerFallDamage,
/*
* Description: Can this player take damage from this attacker?
* Return type: BOOL
* Params: (const index, const attacker)
*/
RG_CSGameRules_FPlayerCanTakeDamage,
/*
* Description: Called by CBasePlayer::Spawn just before releasing the player into the game.
* Params: (const index)
*/
RG_CSGameRules_PlayerSpawn,
/*
* Description: Is this player allowed to respawn now?
* Return type: BOOL
* Params: (const index)
*/
RG_CSGameRules_FPlayerCanRespawn,
/*
* Description: Place this player on his spawnspot and face him in the proper direction.
* Return type: edict_t * (Entity index of spawnspot)
* Params: (const index)
*/
RG_CSGameRules_GetPlayerSpawnSpot,
/*
* Description: The player has changed userinfo; can change it now.
* Params: (const index, infobuffer[])
*/
RG_CSGameRules_ClientUserInfoChanged,
/*
* Description: Called each time a player dies.
* Params: (const victim, const killer, const inflictor)
*/
RG_CSGameRules_PlayerKilled,
/*
* Description: Call this from within a GameRules class to report an obituary.
* Params: (const victim, const killer, const inflictor)
*/
RG_CSGameRules_DeathNotice,
/*
* Description: The player is touching a CBasePlayerItem, do I give it to him?
* Return type: BOOL
* Params: (const index, const item)
*/
RG_CSGameRules_CanHavePlayerItem,
/*
* Description: What do I do with player's weapons when he's killed?
* Return type: int
* Params: (const index)
*/
RG_CSGameRules_DeadPlayerWeapons,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_ServerDeactivate,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_CheckMapConditions,
/*
* Description: Recreate all the map entities from the map data (preserving their indices),
* then remove everything else except the players.
* Also get rid of all world decals.
* Params: ()
*/
RG_CSGameRules_CleanUpMap,
/*
* Description: Call this on a new round or restart round with member m_bCompleteReset is TRUE
* Params: ()
*/
RG_CSGameRules_RestartRound,
/*
* Description: Check if the scenario has been won/lost.
* Params: ()
*/
RG_CSGameRules_CheckWinConditions,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_RemoveGuns,
/*
* Description: -
* Return type: CBasePlayer * (Entity index of player)
* Params: ()
*/
RG_CSGameRules_GiveC4,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_ChangeLevel,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_GoToIntermission,
/*
* Description: -
* Params: ()
*/
RG_CSGameRules_BalanceTeams,
/*
* Description: It's called when the freeze time ends.
* Params: ()
*/
RG_CSGameRules_OnRoundFreezeEnd,
/*
* Description: It's called when a player hears another player.
* Return type: bool
* Params: (const listener, const sender)
*/
RG_CSGameRules_CanPlayerHearPlayer,
/*
* Description: Called every server frame to process game rules
* Params: ()
*/
RG_CSGameRules_Think,
/*
* Description: Called each time player tries to join a team to ensure availability
* Return type: bool
* Params: (team_id)
*/
RG_CSGameRules_TeamFull,
/*
* Description: Called each time player tries to join a team to ensure a fair distribution of players (based on mp_limitteams cvar)
* Return type: bool
* Params: (newTeam_id, curTeam_id)
*/
RG_CSGameRules_TeamStacked,
/*
* Description: Called each time player gets a weapon linked to his inventory
* Params: (const pPlayer, const pWeapon)
*/
RG_CSGameRules_PlayerGotWeapon,
/*
* Description: Called when a player is killed, sends death messages to all players, including info about the killer, victim, weapon used,
* extra death flags, death position, assistant, and kill rarity
* Return type: void
* Params: (const pKiller, const pVictim, const pAssister, const pevInflictor, const killerWeaponName[], const DeathMessageFlags:iDeathMessageFlags, const KillRarity:iRarityOfKill)
*/
RG_CSGameRules_SendDeathMessage
};
Description
GamedllFunc CSGameRules