-
Notifications
You must be signed in to change notification settings - Fork 15
/
gamerules.h
451 lines (448 loc) · 17.7 KB
/
gamerules.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
#ifndef _INCLUDE_GAMERULES_H_
#define _INCLUDE_GAMERULES_H_
/*
Inheritance Tree:
CTerrorGameRules
CCSGameRules
CTeamplayRules
CMultiplayRules
CGameRules
CMemZeroOnNew
CAutoGameSystemPerFrame
CBaseGameSystemPerFrame
IGameSystemPerFrame
IGameSystem
*/
struct CTerrorGameRules_vtable
{
void * Name;
void * Init;
void * PostInit;
void * Shutdown;
void * LevelInitPreEntity;
void * LevelInitPostEntity;
void * LevelShutdownPreEntity;
void * LevelShutdownPostEntity;
void * OnSave;
void * OnRestore;
void * SafeRemoveIfDesired;
void * IsPerFrame;
void * CTerrorGameRules;
void * __CTerrorGameRules;
void * FrameUpdatePreEntityThink;
void * FrameUpdatePostEntityThink;
void * PreClientUpdate;
void * Damage_IsTimeBased;
void * Damage_ShouldGibCorpse;
void * Damage_ShowOnHUD;
void * Damage_NoPhysicsForce;
void * Damage_ShouldNotBleed;
void * Damage_GetTimeBased;
void * Damage_GetShouldGibCorpse;
void * Damage_GetShowOnHud;
void * Damage_GetNoPhysicsForce;
void * Damage_GetShouldNotBleed;
void * SwitchToNextBestWeapon;
void * GetNextBestWeapon;
void * ShouldCollide;
void * DefaultFOV;
void * GetViewVectors;
void * GetAmmoDamage;
void * GetDamageMultiplier;
void * IsMultiplayer;
void * GetEncryptionKey;
void * InRoundRestart;
void * CheckAchievementsEnabled;
void * GetTaggedConVarList;
void * OnBeginChangeLevel;
void * LevelShutdown;
void * Precache;
void * RefreshSkillData;
void * Think;
void * IsAllowedToSpawn;
void * EndGameFrame;
void * IsSkillLevel;
void * GetSkillLevel;
void * OnSkillLevelChanged;
void * SetSkillLevel;
void * FAllowFlashlight;
void * FShouldSwitchWeapon;
void * IsDeathmatch;
void * IsTeamplay;
void * IsCoOp;
void * GetGameDescription;
void * ClientConnected;
void * InitHUD;
void * ClientDisconnected;
void * FlPlayerFallDamage;
void * FPlayerCanTakeDamage;
void * ShouldAutoAim;
void * ShouldGetAutoAimScaleAutoAim;
void * GetAutoAimMode;
void * ShouldUseRobustRadiusDamage;
void * RadiusDamage;
void * FlPlayerFallDeathDoesScreenFade;
void * AllowDamage;
void * PlayerSpawn;
void * PlayerThink;
void * FPlayerCanRespawn;
void * FlPlayerSpawnTime;
void * GetPlayerSpawnSpot;
void * IsSpawnPointValid;
void * AllowAutoTargetCrosshair;
void * ClientCommand;
void * ClientSettingsChanged;
void * IPointsForKill;
void * PlayerKilled;
void * DeathNotice;
void * GetDamageCustomString;
void * AdjustPlayerDamageInflicted;
void * AdjustPlayerDamageTaken;
void * CanHavePlayerItem;
void * WeaponShouldRespawn;
void * FlWeaponRespawnTime;
void * FlWeaponTryRespawn;
void * VecWeaponRespawnSpot;
void * CanHaveItem;
void * PlayerGotItem;
void * ItemShouldRespawn;
void * FlItemRespawnTime;
void * VecItemRespawnSpot;
void * VecItemRespawnAngles;
void * CanHaveAmmo_int;
void * CanHaveAmmo_char_int; //function overloading
void * PlayerGotAmmo;
void * GetAmmoQuantityScale;
void * InitDefaultAIRelationships;
void * AIClassText;
void * FlHealthChargerRechargeTime;
void * FlHEVChargerRechargeTime;
void * DeadPlayerWeapons;
void * DeadPlayerAmmo;
void * GetTeamID;
void * PlayerRelationship;
void * PlayerCanHearChat;
void * CheckChatText;
void * GetTeamIndex;
void * GetIndexedTeamName;
void * IsValidTeam;
void * ChangePlayerTeam;
void * SetDefaultPlayerTeam;
void * UpdateClientData;
void * PlayTextureSounds;
void * PlayFootstepSounds;
void * AllowSoundscapes;
void * FAllowNPCs;
void * EndMultiplayerGame;
void * WeaponTraceEntity;
void * InitScripts;
void * CreateStandardEntities;
void * GetChatPrefix;
void * GetChatLocation;
void * GetChatFormat;
void * ShouldBurningPropsEmitLight;
void * CanEntityBeUsePushed;
void * CreateCustomNetworkStringTables;
void * MarkAchievement;
void * ResetMapCycleTimeStamp;
void * UpdateGameplayStatsFromSteam;
void * DoFindClientInPVS;
void * GetGameTypeName;
void * GetGameType;
void * ForceSplitScreenPlayersOnToSameTeam;
void * IsTopDown;
void * GetTopDownMovementAxis;
void * GetMaxHumanPlayers;
void * GetDeathScorer;
void * VoiceCommand;
void * HandleTimeLimitChange;
void * InitCustomResponseRulesDicts;
void * ShutdownCustomResponseRulesDicts;
void * UseSuicidePenalty;
void * GetNextLevelName;
void * ChangeLevel;
void * GoToIntermission;
void * GetCaptureValueForPlayer;
void * TeamMayCapturePoint;
void * PlayerMayCapturePoint;
void * PlayerMayBlockPoint;
void * PointsMayBeCaptured;
void * SetLastCapPointChanged;
void * TimerMayExpire;
void * SetWinningTeam;
void * SetStalemate;
void * SetSwitchTeams;
void * ShouldSwitchTeams;
void * HandleSwitchTeams;
void * SetScrambleTeams;
void * ShouldScrambleTeams;
void * HandleScrambleTeams;
void * PlayersAllowedToAttack;
void * GetBuyTimeLength;
void * PopulateDeathEvent;
void * DoesEntityBlockExplosions;
void * DeathNoticeForEntity;
void * CheckRoundTimeExpired;
void * CheckWinConditions;
void * TerminateRound;
void * TeamFull;
void * CheckGameOver;
void * CheckMaxRounds;
void * CheckWinLimit;
void * CheckFragLimit;
void * CheckRestartRound;
void * NeededPlayersCheck;
void * SetAllowWeaponSwitch;
void * GetAllowWeaponSwitch;
void * RestartRound;
void * CleanUpMap;
void * PopulateDeathEvent_2;
void * TrackPlayerZombieDamage;
void * GetPlayerZombieDamage;
void * ClearPlayerZombieDamage;
};
struct CTerrorGameRules
{
CTerrorGameRules_vtable * vptr;
char BaseClassStuff[912]; // ignoring a bunch of stuff
//int m_iSurvivorScore[2];
int m_iCampaignScore[2]; // 916
int m_iChapterScore[2]; // 924
int m_iChapterDamage[2]; // 932
int m_iScavengeTeamScore[10]; //940
int m_iScavengeMatchScore[2]; // 980
float m_flTeamRoundTime[2]; // 988
int m_iVersusDistancePerSurvivor[8];
int m_iVersusSurvivorDeathDistance[8];
bool m_bSurvivorIsAliveForFinale[4];
int m_iUnknown1064;
int m_iVersusSurvivalMultiplier[2]; // 1068
int m_iVersusDefibsUsed[2]; // 1076
int m_iUnknown1084;
bool m_bInIntro;
char padding[3];
float m_flRoundStartTime;
float m_flRoundEndTime;
float m_flAccumulatedTime;
int m_nRoundNumber; // 1104
int m_nRoundLimit;
int m_iWinningTeamNumber[5]; // 1112 up to 5 maps per campaign or rounds of scav?
float m_flTeamBestRoundTime;
float m_flRoundDuration[2];
int m_nScavengeItemsRemaining;
int m_nScavengeItemsGoal;
int m_iServerRank;
int m_iServerPlayerCount;
bool m_bIsDedicatedServer;
// implied padding[3];
int m_iServerSteamGroupID;
bool m_bAreTeamsFlipped;
bool m_bInSecondHalfOfRound;
bool m_bIsTransitioningToNextMap;
bool m_bIsVersusVoteRestarting;
bool m_bChallengeModeActive;
// implied padding[3];
int m_iSacrificeEscapees;
float m_flHoldoutCooldownEndTime;
int m_iScriptedHUDInts[15];
float m_fScriptedHUDFloats[15];
int m_iScriptedHUDFlags[15];
float m_fScriptedHUDPosX[15];
float m_fScriptedHUDPosY[15];
float m_fScriptedHUDWidth[15];
float m_fScriptedHUDHeight[15];
int m_iScriptedHUDTimerMode[4];
float m_fScriptedHUDTimerBase[4];
float m_fScriptedHUDTimerAdd[4];
char m_szScriptedHUDStringSet[15][128];
};
/*
VTable for CTerrorGameRules: (0, 0)
Lin Win Function
0 0 CGameRules::Name(void)
1 1 CMultiplayRules::Init(void)
2 2 CBaseGameSystemPerFrame::PostInit(void)
3 3 CBaseGameSystemPerFrame::Shutdown(void)
4 4 CTerrorGameRules::LevelInitPreEntity(void)
5 5 CTerrorGameRules::LevelInitPostEntity(void)
6 6 CBaseGameSystemPerFrame::LevelShutdownPreEntity(void)
7 7 CBaseGameSystemPerFrame::LevelShutdownPostEntity(void)
8 8 CBaseGameSystemPerFrame::OnSave(void)
9 9 CBaseGameSystemPerFrame::OnRestore(void)
10 10 CBaseGameSystemPerFrame::SafeRemoveIfDesired(void)
11 11 CBaseGameSystemPerFrame::IsPerFrame(void)
12 12 CTerrorGameRules::~CTerrorGameRules()
13 12 CTerrorGameRules::~CTerrorGameRules()
14 13 CBaseGameSystemPerFrame::FrameUpdatePreEntityThink(void)
15 14 CGameRules::FrameUpdatePostEntityThink(void)
16 15 CBaseGameSystemPerFrame::PreClientUpdate(void)
17 16 CMultiplayRules::Damage_IsTimeBased(int)
18 17 CMultiplayRules::Damage_ShouldGibCorpse(int)
19 18 CMultiplayRules::Damage_ShowOnHUD(int)
20 19 CMultiplayRules::Damage_NoPhysicsForce(int)
21 20 CMultiplayRules::Damage_ShouldNotBleed(int)
22 21 CTerrorGameRules::Damage_GetTimeBased(void)
23 22 CMultiplayRules::Damage_GetShouldGibCorpse(void)
24 23 CTerrorGameRules::Damage_GetShowOnHud(void)
25 24 CTerrorGameRules::Damage_GetNoPhysicsForce(void)
26 25 CMultiplayRules::Damage_GetShouldNotBleed(void)
27 26 CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter *, CBaseCombatWeapon *)
28 27 CCSGameRules::GetNextBestWeapon(CBaseCombatCharacter *, CBaseCombatWeapon *)
29 28 CCSGameRules::ShouldCollide(int, int)
30 29 CCSGameRules::DefaultFOV(void)
31 30 CTerrorGameRules::GetViewVectors(void)const
32 31 CTerrorGameRules::GetAmmoDamage(CBaseEntity *, CBaseEntity *, int)
33 32 CGameRules::GetDamageMultiplier(void)
34 33 CMultiplayRules::IsMultiplayer(void)
35 34 CTerrorGameRules::GetEncryptionKey(void)
36 35 CTerrorGameRules::InRoundRestart(void)
37 36 CTerrorGameRules::CheckAchievementsEnabled(int)
38 37 CMultiplayRules::GetTaggedConVarList(KeyValues *)
39 38 CTerrorGameRules::OnBeginChangeLevel(char const*)
40 39 CCSGameRules::LevelShutdown(void)
41 40 CTeamplayRules::Precache(void)
42 41 CMultiplayRules::RefreshSkillData(bool)
43 42 CTerrorGameRules::Think(void)
44 43 CMultiplayRules::IsAllowedToSpawn(CBaseEntity *)
45 44 CCSGameRules::EndGameFrame(void)
46 45 CGameRules::IsSkillLevel(int)
47 46 CGameRules::GetSkillLevel(void)
48 47 CGameRules::OnSkillLevelChanged(int)
49 48 CGameRules::SetSkillLevel(int)
50 49 CMultiplayRules::FAllowFlashlight(void)
51 50 CTerrorGameRules::FShouldSwitchWeapon(CBasePlayer *, CBaseCombatWeapon *)
52 51 CMultiplayRules::IsDeathmatch(void)
53 52 CTeamplayRules::IsTeamplay(void)
54 53 CMultiplayRules::IsCoOp(void)
55 54 CTerrorGameRules::GetGameDescription(void)
56 55 CTerrorGameRules::ClientConnected(edict_t *, char const*, char const*, char *, int)
57 56 CTeamplayRules::InitHUD(CBasePlayer *)
58 57 CTerrorGameRules::ClientDisconnected(edict_t *)
59 58 CTerrorGameRules::FlPlayerFallDamage(CBasePlayer *)
60 59 CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer *, CBaseEntity *)
61 60 CTeamplayRules::ShouldAutoAim(CBasePlayer *, edict_t *)
62 61 CGameRules::GetAutoAimScale(CBasePlayer *)
63 62 CTerrorGameRules::GetAutoAimMode(void)
64 63 CGameRules::ShouldUseRobustRadiusDamage(CBaseEntity *)
65 64 CCSGameRules::RadiusDamage(CTakeDamageInfo const&, Vector const&, float, int, CBaseEntity *)
66 65 CCSGameRules::FlPlayerFallDeathDoesScreenFade(CBasePlayer *)
67 66 CMultiplayRules::AllowDamage(CBaseEntity *, CTakeDamageInfo const&)
68 67 CTerrorGameRules::PlayerSpawn(CBasePlayer *)
69 68 CMultiplayRules::PlayerThink(CBasePlayer *)
70 69 CTerrorGameRules::FPlayerCanRespawn(CBasePlayer *)
71 70 CMultiplayRules::FlPlayerSpawnTime(CBasePlayer *)
72 71 CTerrorGameRules::GetPlayerSpawnSpot(CBasePlayer *)
73 72 CCSGameRules::IsSpawnPointValid(CBaseEntity *, CBasePlayer *)
74 73 CMultiplayRules::AllowAutoTargetCrosshair(void)
75 74 CCSGameRules::ClientCommand(CBaseEntity *, CCommand const&)
76 75 CTerrorGameRules::ClientSettingsChanged(CBasePlayer *)
77 76 CTeamplayRules::IPointsForKill(CBasePlayer *, CBasePlayer *)
78 77 CTerrorGameRules::PlayerKilled(CBasePlayer *, CTakeDamageInfo const&)
79 78 CCSGameRules::DeathNotice(CBasePlayer *, CTakeDamageInfo const&)
80 79 CGameRules::GetDamageCustomString(CTakeDamageInfo const&)
81 80 CGameRules::AdjustPlayerDamageInflicted(float)
82 81 CGameRules::AdjustPlayerDamageTaken(CTakeDamageInfo *)
83 82 CMultiplayRules::CanHavePlayerItem(CBasePlayer *, CBaseCombatWeapon *)
84 83 CMultiplayRules::WeaponShouldRespawn(CBaseCombatWeapon *)
85 84 CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon *)
86 85 CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon *)
87 86 CMultiplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *)
88 87 CMultiplayRules::CanHaveItem(CBasePlayer *, CItem *)
89 88 CMultiplayRules::PlayerGotItem(CBasePlayer *, CItem *)
90 89 CMultiplayRules::ItemShouldRespawn(CItem *)
91 90 CMultiplayRules::FlItemRespawnTime(CItem *)
92 91 CMultiplayRules::VecItemRespawnSpot(CItem *)
93 92 CMultiplayRules::VecItemRespawnAngles(CItem *)
94 94 CGameRules::CanHaveAmmo(CBaseCombatCharacter *, int)
95 93 CGameRules::CanHaveAmmo(CBaseCombatCharacter *, char const*)
96 95 CMultiplayRules::PlayerGotAmmo(CBaseCombatCharacter *, char *, int)
97 96 CGameRules::GetAmmoQuantityScale(int)
98 97 CCSGameRules::InitDefaultAIRelationships(void)
99 98 CCSGameRules::AIClassText(int)
100 99 CMultiplayRules::FlHealthChargerRechargeTime(void)
101 100 CMultiplayRules::FlHEVChargerRechargeTime(void)
102 101 CMultiplayRules::DeadPlayerWeapons(CBasePlayer *)
103 102 CMultiplayRules::DeadPlayerAmmo(CBasePlayer *)
104 103 CTeamplayRules::GetTeamID(CBaseEntity *)
105 104 CTeamplayRules::PlayerRelationship(CBaseEntity *, CBaseEntity *)
106 105 CTeamplayRules::PlayerCanHearChat(CBasePlayer *, CBasePlayer *)
107 106 CGameRules::CheckChatText(CBasePlayer *, char *)
108 107 CTeamplayRules::GetTeamIndex(char const*)
109 108 CTeamplayRules::GetIndexedTeamName(int)
110 109 CTeamplayRules::IsValidTeam(char const*)
111 110 CTeamplayRules::ChangePlayerTeam(CBasePlayer *, char const*, bool, bool)
112 111 CCSGameRules::SetDefaultPlayerTeam(CBasePlayer *)
113 112 CCSGameRules::UpdateClientData(CBasePlayer *)
114 113 CCSGameRules::PlayTextureSounds(void)
115 114 CMultiplayRules::PlayFootstepSounds(CBasePlayer *)
116 115 CGameRules::AllowSoundscapes(void)
117 116 CCSGameRules::FAllowNPCs(void)
118 117 CMultiplayRules::EndMultiplayerGame(void)
119 118 CTerrorGameRules::WeaponTraceEntity(CBaseEntity *, Vector const&, Vector const&, unsigned int, CGameTrace *)
120 119 CTerrorGameRules::InitScripts(void)
121 120 CTerrorGameRules::CreateStandardEntities(void)
122 121 CTerrorGameRules::GetChatPrefix(bool, CBasePlayer *)
123 122 CTerrorGameRules::GetChatLocation(bool, CBasePlayer *)
124 123 CTerrorGameRules::GetChatFormat(bool, CBasePlayer *)
125 124 CGameRules::ShouldBurningPropsEmitLight(void)
126 125 CGameRules::CanEntityBeUsePushed(CBaseEntity *)
127 126 CCSGameRules::CreateCustomNetworkStringTables(void)
128 127 CGameRules::MarkAchievement(IRecipientFilter &, char const*)
129 128 CMultiplayRules::ResetMapCycleTimeStamp(void)
130 129 CTerrorGameRules::UpdateGameplayStatsFromSteam(void)
131 130 CGameRules::DoFindClientInPVS(edict_t *, unsigned char *, unsigned int)
132 131 CGameRules::GetGameTypeName(void)
133 132 CGameRules::GetGameType(void)
134 133 CGameRules::ForceSplitScreenPlayersOnToSameTeam(void)
135 134 CGameRules::IsTopDown(void)
136 135 CGameRules::GetTopDownMovementAxis(void)
137 136 CTerrorGameRules::GetMaxHumanPlayers(void)const
138 137 CMultiplayRules::GetDeathScorer(CBaseEntity *, CBaseEntity *, CBaseEntity *)
139 138 CMultiplayRules::VoiceCommand(CBaseMultiplayerPlayer *, int, int)
140 139 CMultiplayRules::HandleTimeLimitChange(void)
141 140 CMultiplayRules::InitCustomResponseRulesDicts(void)
142 141 CMultiplayRules::ShutdownCustomResponseRulesDicts(void)
143 142 CMultiplayRules::UseSuicidePenalty(void)
144 143 CMultiplayRules::GetNextLevelName(char *, int, bool)
145 144 CMultiplayRules::ChangeLevel(void)
146 145 CCSGameRules::GoToIntermission(void)
147 146 CTeamplayRules::GetCaptureValueForPlayer(CBasePlayer *)
148 147 CTeamplayRules::TeamMayCapturePoint(int, int)
149 148 CTeamplayRules::PlayerMayCapturePoint(CBasePlayer *, int, char *, int)
150 149 CTeamplayRules::PlayerMayBlockPoint(CBasePlayer *, int, char *, int)
151 150 CTeamplayRules::PointsMayBeCaptured(void)
152 151 CTeamplayRules::SetLastCapPointChanged(int)
153 152 CTeamplayRules::TimerMayExpire(void)
154 153 CTeamplayRules::SetWinningTeam(int, int, bool, bool, bool)
155 154 CTeamplayRules::SetStalemate(int, bool, bool)
156 155 CTeamplayRules::SetSwitchTeams(bool)
157 156 CTeamplayRules::ShouldSwitchTeams(void)
158 157 CTeamplayRules::HandleSwitchTeams(void)
159 158 CTeamplayRules::SetScrambleTeams(bool)
160 159 CTeamplayRules::ShouldScrambleTeams(void)
161 160 CTeamplayRules::HandleScrambleTeams(void)
162 161 CTerrorGameRules::PlayersAllowedToAttack(void)const
163 162 CTerrorGameRules::GetBuyTimeLength(void)const
164 163 CTerrorGameRules::PopulateDeathEvent(IGameEvent *, CBaseEntity const*, CBaseCombatCharacter const*, CTakeDamageInfo const&)
165 164 CTerrorGameRules::DoesEntityBlockExplosions(CBaseEntity *)const
166 165 CCSGameRules::DeathNoticeForEntity(CBaseCombatCharacter *, CTakeDamageInfo const&)
167 166 CTerrorGameRules::CheckRoundTimeExpired(void)
168 167 CTerrorGameRules::CheckWinConditions(void)
169 168 CTerrorGameRules::TerminateRound(float, int)
170 169 CTerrorGameRules::TeamFull(int)
171 170 CCSGameRules::CheckGameOver(void)
172 171 CCSGameRules::CheckMaxRounds(void)
173 172 CCSGameRules::CheckWinLimit(void)
174 173 CCSGameRules::CheckFragLimit(void)
175 174 CTerrorGameRules::CheckRestartRound(void)
176 175 CTerrorGameRules::NeededPlayersCheck(bool &)
177 176 CCSGameRules::SetAllowWeaponSwitch(bool)
178 177 CCSGameRules::GetAllowWeaponSwitch(void)
179 178 CTerrorGameRules::RestartRound(void)
180 179 CTerrorGameRules::CleanUpMap(void)
181 180 CTerrorGameRules::PopulateDeathEvent(KeyValues *, CBaseEntity const*, CBaseCombatCharacter const*, CTakeDamageInfo const&)
182 181 CTerrorGameRules::TrackPlayerZombieDamage(CTerrorPlayer *, int, bool)
183 182 CTerrorGameRules::GetPlayerZombieDamage(ZombieClassType, bool)
184 183 CTerrorGameRules::ClearPlayerZombieDamage(void)
*/
#endif // _INCLUDE_GAMERULES_H_