SA-MP/server/netgame.h

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#ifndef SAMPSRV_NETGAME_H
#define SAMPSRV_NETGAME_H
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#define GAMESTATE_RUNNING 1
class CNetGame // size: W: 14808 L: 14816
{
private:
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CGameMode *m_pGameMode;
CFilterScripts *m_pFilterScripts;
CPlayerPool *m_pPlayerPool;
CVehiclePool *m_pVehiclePool;
CPickupPool *m_pPickupPool;
CObjectPool *m_pObjectPool;
CMenuPool *m_pMenuPool;
CTextDrawPool *m_pTextPool;
CLabelPool *m_pLabelPool;
CGangZonePool *m_pGangZonePool;
CActorPool *m_pActorPool;
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int m_iCurrentGameModeIndex;
int m_iCurrentGameModeRepeat;
BOOL m_bFirstGameModeLoaded;
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CScriptHttps *m_pScriptHttps;
CScriptTimers *m_pScriptTimers;
RakServerInterface *m_pRak;
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int m_iLastServerTickUpdate;
int m_iServerTickCount;
int m_iServerTickRate;
BOOL m_bLanMode;
int m_iShowPlayerMarkers;
bool m_bShowNameTags;
BYTE m_byteWorldTime;
bool m_bAllowWeapons; // Allow weapons in interiors
bool m_bStuntBonus; // Insane stunt bonusses enabled?
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char field_5C;
BYTE m_byteWeather;
int m_iGameState;
float m_fGravity;
int m_iDeathDropMoney;
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char field_6A;
char field_6B;
bool m_bLimitGlobalChatRadius; // limit global player chat to other players within a certain radius
bool m_bUseCJWalk;
float m_fGlobalChatRadius; // limit global chat radius
float m_fNameTagDrawDistance; // The distance which players will start rendering nametags
bool m_bDisableEnterExits; // Interior enter/exits disabled?
bool m_bNameTagLOS;
bool m_bManualVehicleEngineAndLights;
bool m_bLimitPlayerMarkerRadius;
float m_fPlayerMarkerRadius;
BOOL m_bVehicleFriendlyFire;
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#ifndef WIN32
double m_dElapsedTime;
#endif
public:
CScriptTimers* GetTimers() { return m_pScriptTimers; };
CNetGame();
~CNetGame();
void Init(BOOL bFirst);
void ShutdownForGameModeRestart();
RakServerInterface * GetRakServer() { return m_pRak; };
void LoadAllFilterscripts();
void Process();
void LoadBanList();
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// CLASS SYSTEM
int m_iSpawnsAvailable;
PLAYER_SPAWN_INFO m_AvailableSpawns[MAX_SPAWNS];
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DWORD GetTime();
};
#endif