mirror of
https://github.com/alliedmodders/hl2sdk.git
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Update engine/server interfaces for next update
This commit is contained in:
parent
306122359a
commit
c2a3461823
163
public/eiface.h
163
public/eiface.h
@ -64,6 +64,7 @@ class CGamestatsData;
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class CEngineHltvInfo_t;
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class INetMessage;
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class HltvReplayParams_t;
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class EnginePVSContext_t;
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namespace google
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{
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@ -103,19 +104,19 @@ abstract_class IVEngineServer
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public:
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// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
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virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
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// Ask engine whether the specified map is a valid map file (exists and has valid version number).
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virtual int IsMapValid( const char *filename ) = 0;
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// Is this a dedicated server?
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virtual bool IsDedicatedServer( void ) = 0;
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// Is in Hammer editing mode?
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virtual int IsInEditMode( void ) = 0;
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// get arbitrary launch options
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virtual KeyValues* GetLaunchOptions( void ) = 0;
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// Add to the server/client lookup/precache table, the specified string is given a unique index
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// NOTE: The indices for PrecacheModel are 1 based
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// a 0 returned from those methods indicates the model or sound was not correctly precached
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@ -143,8 +144,6 @@ public:
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virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0;
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// Check whether the specified worldspace bounding box is inside the specified PVS
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virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
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// Check whether the specified worldspace bounding box is partially inside the specified PVS
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virtual bool CheckBoxPartiallyInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
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// Returns the server assigned userid for this player. Useful for logging frags, etc.
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// returns -1 if the edict couldn't be found in the list of players.
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@ -155,17 +154,17 @@ public:
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// Return the current number of used edict slots
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virtual int GetEntityCount( void ) = 0;
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// Get stats info interface for a client netchannel
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virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0;
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// Allocate space for string and return index/offset of string in global string list
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// If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index
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// is already used, it'll return null.
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virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0;
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// Remove the specified edict and place back into the free edict list
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virtual void RemoveEdict( edict_t *e ) = 0;
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// Memory allocation for entity class data
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virtual void *PvAllocEntPrivateData( long cb ) = 0;
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virtual void FreeEntPrivateData( void *pEntity ) = 0;
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@ -173,13 +172,13 @@ public:
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// Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.)
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virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
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virtual void SaveFreeMemory( void *pSaveMem ) = 0;
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// Emit an ambient sound associated with the specified entity
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virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0;
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// Fade out the client's volume level toward silence (or fadePercent)
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virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0;
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// Sentences / sentence groups
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virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
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virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
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@ -202,16 +201,16 @@ public:
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// Project a static decal onto the specified entity / model (for level placed decals in the .bsp)
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virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0;
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// Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
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virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CPlayerBitVec& playerbits ) = 0;
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// Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.)
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virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0;
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// Finish the EntityMessage and dispatch to network layer
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virtual void MessageEnd( void ) = 0;
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virtual void SendUserMessage( IRecipientFilter &filter, int message, const google::protobuf::Message &msg ) = 0;
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// Print szMsg to the client console.
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@ -246,7 +245,7 @@ public:
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// Get a convar keyvalue for s specified client
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virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0;
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// Parse a token from a file
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virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
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// Copies a file
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@ -254,24 +253,24 @@ public:
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// Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs.
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// This should be called right before any calls to AddOriginToPVS
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virtual void ResetPVS( byte *pvs, int pvssize ) = 0;
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virtual void ResetPVS( EnginePVSContext_t *pContext, byte *pvs, int pvssize ) = 0;
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// Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor )
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virtual void AddOriginToPVS( const Vector &origin ) = 0;
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virtual void AddOriginToPVS( EnginePVSContext_t *pContext, const Vector &origin ) = 0;
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// Mark a specified area portal as open/closed.
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// Use SetAreaPortalStates if you want to set a bunch of them at a time.
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virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0;
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virtual void SetAreaPortalState( int portalNumber, bool isOpen ) = 0;
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// Queue a temp entity for transmission
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virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0;
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// Given a node number and the specified PVS, return with the node is in the PVS
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virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0;
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// Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state)
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virtual int CheckAreasConnected( int area1, int area2 ) = 0;
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// Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state); if context is NULL, just use a random context from the last client networked (legacy behavior)
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virtual int CheckAreasConnected( EnginePVSContext_t *pContext, int area1, int area2 ) = 0;
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// Given an origin, determine which area index the origin is within
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virtual int GetArea( const Vector &origin ) = 0;
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// Get area portal bit set
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virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0;
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virtual void GetAreaBits( EnginePVSContext_t *pContext, int area, unsigned char *bits, int buflen ) = 0;
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// Given a view origin (which tells us the area to start looking in) and a portal key,
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// fill in the plane that leads out of this area (it points into whatever area it leads to).
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virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0;
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@ -297,7 +296,7 @@ public:
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virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool testSurroundingBoundsOnly ) = 0;
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// A trigger entity moved, update spatial partition
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virtual void TriggerMoved( edict_t *pTriggerEnt, bool testSurroundingBoundsOnly ) = 0;
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// Create/destroy a custom spatial partition
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virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0;
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virtual void DestroySpatialPartition( ISpatialPartition * ) = 0;
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@ -316,13 +315,13 @@ public:
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//
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// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1.
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virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0;
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// Is the game paused?
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virtual bool IsPaused() = 0;
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// What is the game timescale multiplied with the host_timescale?
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virtual float GetTimescale( void ) const = 0;
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// Marks the filename for consistency checking. This should be called after precaching the file.
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virtual void ForceExactFile( const char *s ) = 0;
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virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0;
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@ -330,7 +329,7 @@ public:
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// Sets a USERINFO client ConVar for a fakeclient
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virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0;
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// Marks the material (vmt file) for consistency checking. If the client and server have different
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// contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only
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// contain $baseTexture and $bumpmap vars.
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@ -344,15 +343,15 @@ public:
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// Mark some area portals as open/closed. It's more efficient to use this
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// than a bunch of individual SetAreaPortalState calls.
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virtual void SetAreaPortalStates( const int *portalNumbers, const int *isOpen, int nPortals ) = 0;
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virtual void SetAreaPortalStates( EnginePVSContext_t *pContext, const int *portalNumbers, const bool *isOpen, int nPortals ) = 0;
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// Called when relevant edict state flags change.
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virtual void NotifyEdictFlagsChange( int iEdict ) = 0;
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// Only valid during CheckTransmit. Also, only the PVS, networked areas, and
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// m_pTransmitInfo are valid in the returned strucutre.
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virtual const CCheckTransmitInfo* GetPrevCheckTransmitInfo( edict_t *pPlayerEdict ) = 0;
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virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
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// Tells the engine we can immdiately re-use all edict indices
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@ -370,12 +369,12 @@ public:
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// Cleans up the cluster list
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virtual void CleanUpEntityClusterList( PVSInfo_t *pPVSInfo ) = 0;
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virtual void SetAchievementMgr( IAchievementMgr * ) = 0;
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virtual IAchievementMgr* GetAchievementMgr() = 0;
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virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) =0;
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virtual IAchievementMgr *GetAchievementMgr() = 0;
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virtual int GetAppID() = 0;
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virtual bool IsLowViolence() = 0;
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virtual bool IsAnyClientLowViolence() = 0;
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@ -429,18 +428,18 @@ public:
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virtual void Pause( bool bPause, bool bForce = false ) = 0;
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virtual void SetTimescale( float flTimescale ) = 0;
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virtual void SetGameTimescale( float flTimescale ) = 0;
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// Methods to set/get a gamestats data container so client & server running in same process can send combined data
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virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
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virtual CGamestatsData *GetGamestatsData() = 0;
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// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
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virtual const CSteamID *GetClientSteamID( const edict_t *pPlayerEdict, bool bValidatedIDOnly = false ) = 0;
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virtual const CSteamID *GetClientSteamID( const edict_t *pPlayerEdict, bool bRequireFullyAuthenticated = false ) = 0;
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// Returns the SteamID of the game server
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virtual const CSteamID *GetGameServerSteamID() = 0;
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// Validate session
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virtual void HostValidateSession() = 0;
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@ -451,13 +450,12 @@ public:
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virtual bool HasPaintmap() = 0;
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// Calls ShootPaintSphere
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virtual bool SpherePaintSurface( const model_t *pModel, const Vector &, unsigned char, float, float ) = 0;
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virtual bool SpherePaintSurface( const model_t *pModel, const Vector &vPosition, unsigned char color, float flSphereRadius, float flPaintCoatPercent ) = 0;
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virtual void SphereTracePaintSurface( const model_t *pModel, const Vector &, const Vector &, float, CUtlVector<unsigned char> & ) = 0;
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virtual void SphereTracePaintSurface( const model_t *pModel, const Vector& vPosition, const Vector& vContactNormal, float flSphereRadius, CUtlVector<unsigned char> &surfColor ) = 0;
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virtual void RemoveAllPaint() = 0;
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virtual void PaintAllSurfaces( unsigned char ) = 0;
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virtual void PaintAllSurfaces( unsigned char color ) = 0;
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virtual void RemovePaint( const model_t *pModel ) = 0;
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// Send a client command keyvalues
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@ -467,38 +465,47 @@ public:
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// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
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virtual uint64 GetClientXUID( edict_t *pPlayerEdict ) = 0;
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virtual bool IsActiveApp() = 0;
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virtual void SetNoClipEnabled( bool bEnabled ) = 0;
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virtual void GetPaintmapDataRLE( CUtlVector<unsigned int> &mapdata ) = 0;
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virtual void LoadPaintmapDataRLE( CUtlVector<unsigned int> &mapdata ) = 0;
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virtual void SendPaintmapDataToClient( edict_t *pEdict ) = 0;
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virtual float GetLatencyForChoreoSounds() = 0;
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virtual CrossPlayPlatform_t GetClientCrossPlayPlatform( int ent_num ) = 0;
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virtual void EnsureInstanceBaseline( int ent_num ) = 0;
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virtual bool ReserveServerForQueuedGame( const char *szReservationPayload ) = 0;
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virtual bool GetEngineHltvInfo( CEngineHltvInfo_t &out ) = 0;
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virtual void AddHltvRelayProxyWhitelist( uint32 octet1, uint32 octet2, uint32 octet3, uint32 octet4, uint32 prefix) = 0;
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virtual int GetServerVersion() const = 0;
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// Update counts of external viewers (Twitch.tv)
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virtual void UpdateHltvExternalViewers( uint32 totalSpectators, uint32 spectatorsLinkedToSteam) = 0;
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virtual bool WasShutDownRequested( void ) const = 0;
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virtual void *StartClientHltvReplay( int client , const HltvReplayParams_t & ) = 0;
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virtual void *StopClientHltvReplay( int client ) = 0;
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virtual bool StartClientHltvReplay( int client, const HltvReplayParams_t ¶ms ) = 0;
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virtual void StopClientHltvReplay( int client ) = 0;
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virtual int GetClientHltvReplayDelay( int client ) = 0;
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virtual bool HasHltvReplay( void ) = 0;
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virtual bool ClientCanStartHltvReplay( int client ) = 0;
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virtual int ClientResetReplayRequestTime( int client ) = 0;
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virtual void ClientResetReplayRequestTime( int client ) = 0;
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virtual bool AnyClientsInHltvReplayMode( void ) = 0;
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virtual int GetLocalClientIndex( void ) = 0;
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virtual void StopClientsHltvReplay( void ) = 0;
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virtual void SetFixupTarget( int edict ) = 0;
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virtual float GetGameTimescale() = 0;
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//BBMigration
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virtual bool SetBBTVEnabled(bool enabled) = 0;
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};
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#define INTERFACEVERSION_SERVERGAMEDLL "ServerGameDLL005"
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@ -553,10 +560,10 @@ public:
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// Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
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// Hey, it's more descriptive than just the name of the game directory
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virtual const char *GetGameDescription( void ) = 0;
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// Let the game .dll allocate it's own network/shared string tables
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virtual void CreateNetworkStringTables( void ) = 0;
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// Save/restore system hooks
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virtual CSaveRestoreData *SaveInit( int size ) = 0;
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virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
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@ -585,10 +592,6 @@ public:
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// Called once per frame even when no level is loaded...
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virtual void Think( bool finalTick ) = 0;
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#ifdef _XBOX
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virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) = 0;
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#endif
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virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 0;
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// Returns true if the game DLL wants the server not to be made public.
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@ -609,9 +612,9 @@ public:
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// Called after the steam API has been activated post-level startup
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virtual void GameServerSteamAPIActivated( bool bActivated ) = 0;
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// Called to apply lobby settings to a dedicated server
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virtual void ApplyGameSettings( KeyValues *pKV ) = 0;
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virtual bool ApplyGameSettings( KeyValues *pKV ) = 0;
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//
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virtual void GetMatchmakingTags( char *buf, size_t bufSize ) = 0;
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@ -619,7 +622,7 @@ public:
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virtual void ServerHibernationUpdate( bool bHibernating ) = 0;
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virtual bool ShouldPreferSteamAuth() = 0;
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virtual bool ShouldAllowDirectConnect() = 0;
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virtual bool FriendsReqdForDirectConnect() = 0;
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virtual bool IsLoadTestServer() = 0;
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@ -627,20 +630,22 @@ public:
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virtual KeyValues *GetExtendedServerInfoForNewClient() = 0;
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virtual void UpdateGCInformation() = 0;
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virtual void ReportGCQueuedMatchStart( int32 iReservationStage, uint32 *puiConfirmedAccounts, int numConfirmedAccounts ) = 0;
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virtual PublishedFileId_t GetUGCMapFileID( const char *mapName ) = 0;
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virtual void GetMatchmakingGameData( char *buf, size_t bufSize ) = 0;
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virtual bool HasPendingMapDownloads() const = 0;
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virtual void UpdateUGCMap( PublishedFileId_t file ) = 0;
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virtual int GetMessageEncryptionKey( INetMessage *msg ) = 0;
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virtual bool ShouldHoldGameServerReservation( float flTime ) = 0;
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virtual bool OnPureServerFileValidationFailure( edict_t *pPlayer, const char *pszPathID, const char *pszFileName,
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virtual void OnPureServerFileValidationFailure( edict_t *pPlayer, const char *pszPathID, const char *pszFileName,
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CRC32_t crcIOSequence, int eFileHashType, int cbFileLen, int nPackFileNumber, int nPackFileID ) = 0;
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virtual void PrecacheParticleSystemFile( const char *pszFilename ) = 0;
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virtual void ClientConnectionValidatePreNetChan( bool, const char *, int, unsigned long long ) = 0;
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virtual void OnEngineClientNetworkEvent( edict_t *, unsigned long long, int, void * ) = 0;
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virtual void GetNewestSubscribedFiles() = 0;
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virtual bool ValidateAndAddActiveCaster( const CSteamID & ) = 0;
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virtual char const * ClientConnectionValidatePreNetChan( bool bGameServer, const char *adr, int nAuthProtocol, uint64 ullSteamID ) = 0;
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virtual void OnEngineClientNetworkEvent( edict_t *edictClient, uint64 ullSteamID, int nEventType, void *pvParam ) = 0;
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virtual void EngineGotvSyncPacket( const void *pPkt ) = 0;
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virtual bool OnEngineClientProxiedRedirect( uint64 ullClient, const char *adrProxiedRedirect, const char *adrRegular ) = 0;
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virtual bool LogForHTTPListeners( const char *szLogLine ) = 0;
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virtual bool ValidateAndAddActiveCaster( const CSteamID &steamID, bool bAdd ) = 0;
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};
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//-----------------------------------------------------------------------------
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@ -698,31 +703,31 @@ public:
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// Client is going active
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// If bLoadGame is true, don't spawn the player because its state is already setup.
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virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0;
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||||
|
||||
|
||||
virtual void ClientFullyConnect( edict_t *pEntity ) = 0;
|
||||
|
||||
// Client is disconnecting from server
|
||||
virtual void ClientDisconnect( edict_t *pEntity ) = 0;
|
||||
|
||||
|
||||
// Client is connected and should be put in the game
|
||||
virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
|
||||
|
||||
|
||||
// The client has typed a command at the console
|
||||
virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) = 0;
|
||||
|
||||
// Sets the client index for the client who typed the command into his/her console
|
||||
virtual void SetCommandClient( int index ) = 0;
|
||||
|
||||
|
||||
// A player changed one/several replicated cvars (name etc)
|
||||
virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
|
||||
|
||||
|
||||
// Determine PVS origin and set PVS for the player/viewentity
|
||||
virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0;
|
||||
|
||||
|
||||
// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
|
||||
virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
|
||||
int dropped_packets, bool ignore, bool paused ) = 0;
|
||||
|
||||
|
||||
// Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete
|
||||
virtual void PostClientMessagesSent( void ) = 0;
|
||||
|
||||
@ -755,7 +760,7 @@ public:
|
||||
|
||||
// The client has submitted a keyvalues command
|
||||
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) = 0;
|
||||
|
||||
|
||||
virtual void ClientNameHandler( unsigned long long steamid, const char *name ) = 0;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user