1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-01-10 19:02:11 +08:00
hl2sdk/public/eiface.h
2015-12-18 08:40:36 -05:00

642 lines
27 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef EIFACE_H
#define EIFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "icvar.h"
#include "edict.h"
#include "mathlib/vplane.h"
#include "iserverentity.h"
#include "engine/ivmodelinfo.h"
#include "soundflags.h"
#include "bitvec.h"
#include "tier1/bitbuf.h"
#include "tier1/utlstring.h"
#include <steam/steamclientpublic.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ServerClass;
class CGameTrace;
typedef CGameTrace trace_t;
struct typedescription_t;
class CSaveRestoreData;
struct datamap_t;
struct studiohdr_t;
class CBaseEntity;
class CRestore;
class CSave;
class variant_t;
struct vcollide_t;
class IRecipientFilter;
class CBaseEntity;
class ITraceFilter;
class INetChannelInfo;
class ISpatialPartition;
class IScratchPad3D;
class CStandardSendProxies;
class IAchievementMgr;
class CGamestatsData;
class CSteamID;
class ISPSharedMemory;
class CGamestatsData;
class CEngineHltvInfo_t;
class INetworkStringTable;
class CResourceManifestPrerequisite;
class CEntityLump;
class IPVS;
class IHLTVDirector;
struct SpawnGroupDesc_t;
class IClassnameForMapClassCallback;
struct Entity2Networkable_t;
class CCreateGameServerLoadInfo;
class INavListener;
class CNavData;
struct EconItemInfo_t;
struct EconControlPointInfo_t;
class CEntityHandle;
struct RenderDeviceInfo_t;
struct RenderMultisampleType_t;
class GameSessionConfiguration_t;
struct StringTableDef_t;
struct HostStateLoopModeType_t;
class ILoopModePrerequisiteRegistry;
struct URLArgument_t;
struct vis_info_t;
class IHLTVServer;
namespace google
{
namespace protobuf
{
class Message;
}
}
typedef uint32 SpawnGroupHandle_t;
typedef uint32 SwapChainHandle_t;
//-----------------------------------------------------------------------------
// defines
//-----------------------------------------------------------------------------
#ifdef _WIN32
#define DLLEXPORT __stdcall
#else
#define DLLEXPORT /* */
#endif
#define INTERFACEVERSION_VENGINESERVER "Source2EngineToServer001"
struct bbox_t
{
Vector mins;
Vector maxs;
};
struct CPlayerSlot
{
CPlayerSlot( int slot )
{
_slot = slot;
}
int Get() const
{
return _slot;
}
private:
int _slot;
};
struct CEntityIndex
{
CEntityIndex( int index )
{
_index = index;
}
int Get() const
{
return _index;
}
int _index;
};
struct CSplitScreenSlot
{
CSplitScreenSlot( int index )
{
_index = index;
}
int Get() const
{
return _index;
}
int _index;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL and client DLL
//-----------------------------------------------------------------------------
abstract_class ISource2Engine : public IAppSystem
{
// Is the game paused?
virtual bool IsPaused() = 0;
// What is the game timescale multiplied with the host_timescale?
virtual float GetTimescale( void ) const = 0;
virtual void *FindOrCreateWorldSession( const char *, CResourceManifestPrerequisite * ) = 0;
virtual CEntityLump *GetEntityLumpForTemplate( const char *, bool, const char *, const char * ) = 0;
virtual uint32 GetStatsAppID() const = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
abstract_class IVEngineServer2 : public ISource2Engine
{
public:
virtual CreateInterfaceFn GetGameServerFactory() = 0;
// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
// Ask engine whether the specified map is a valid map file (exists and has valid version number).
virtual int IsMapValid( const char *filename ) = 0;
// Is this a dedicated server?
virtual bool IsDedicatedServer( void ) = 0;
// Is this an HLTV relay?
virtual bool IsHLTVRelay( void ) = 0;
// Is server only accepting local connections?
virtual bool IsServerLocalOnly( void ) = 0;
// Add to the server/client lookup/precache table, the specified string is given a unique index
// NOTE: The indices for PrecacheModel are 1 based
// a 0 returned from those methods indicates the model or sound was not correctly precached
// However, generic and decal are 0 based
// If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise
// it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level).
virtual int PrecacheDecal( const char *name, bool preload = false ) = 0;
virtual bool IsDecalPrecached( const char *s ) const = 0;
virtual int GetPrecachedDecalIndex ( const char *s ) const = 0;
virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0;
virtual bool IsGenericPrecached( char const *s ) const = 0;
// Returns the server assigned userid for this player. Useful for logging frags, etc.
// returns -1 if the edict couldn't be found in the list of players.
virtual int GetPlayerUserId( CPlayerSlot clientSlot ) = 0;
virtual const char *GetPlayerNetworkIDString( CPlayerSlot clientSlot ) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo* GetPlayerNetInfo( CEntityIndex playerIndex ) = 0;
virtual bool IsUserIDInUse( int userID ) = 0; // TERROR: used for transitioning
virtual int GetLoadingProgressForUserID( int userID ) = 0; // TERROR: used for transitioning
// This returns which entities, to the best of the server's knowledge, the client currently knows about.
// This is really which entities were in the snapshot that this client last acked.
// This returns a bit vector with one bit for each entity.
//
// USE WITH CARE. Whatever tick the client is really currently on is subject to timing and
// ordering differences, so you should account for about a quarter-second discrepancy in here.
// Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet.
//
// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1.
virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( CEntityIndex iClientIndex ) = 0;
// Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CPlayerBitVec& playerbits ) = 0;
// Issue a command to the command parser as if it was typed at the server console.
virtual void ServerCommand( const char *str ) = 0;
// Issue the specified command to the specified client (mimics that client typing the command at the console).
virtual void ClientCommand( CEntityIndex playerIndex, const char *szFmt, ... ) FMTFUNCTION( 3, 4 ) = 0;
// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
// change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
virtual void LightStyle( int style, const char *val ) = 0;
// Project a static decal onto the specified entity / model (for level placed decals in the .bsp)
virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, CEntityIndex entityIndex, int modelIndex, bool lowpriority ) = 0;
// Print szMsg to the client console.
virtual void ClientPrintf( CEntityIndex playerIndex, const char *szMsg ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
// Prints the formatted string to the notification area of the screen ( down the right hand edge
// numbered lines starting at position 0
virtual void Con_NPrintf( int pos, const char *fmt, ... ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
// Similar to Con_NPrintf, but allows specifying custom text color and duration information
virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... ) = 0;
virtual bool IsLowViolence() = 0;
virtual bool SetHLTVChatBan( int tvslot, bool bBanned ) = 0;
virtual bool IsAnyClientLowViolence() = 0;
// Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view)
virtual void SetView( CEntityIndex playerIndex, CEntityIndex viewEntIndex ) = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
// Create a bot with the given name. Player index is -1 if fake client can't be created
virtual CEntityIndex CreateFakeClient( const char *netname ) = 0;
// Get a convar keyvalue for s specified client
virtual const char *GetClientConVarValue( CEntityIndex clientIndex, const char *name ) = 0;
// Print a message to the server log file
virtual void LogPrint( const char *msg ) = 0;
virtual bool IsLogEnabled() = 0;
virtual bool IsSplitScreenPlayer( CEntityIndex ent_num ) = 0;
virtual edict_t *GetSplitScreenPlayerAttachToEdict( CEntityIndex ent_num ) = 0;
virtual int GetNumSplitScreenUsersAttachedToEdict( CEntityIndex ent_num ) = 0;
virtual edict_t *GetSplitScreenPlayerForEdict( CEntityIndex ent_num, int nSlot ) = 0;
// Ret types might be all wrong for these. Haven't researched yet.
virtual bool IsSpawnGroupLoadedOnClient( CEntityIndex ent_num, SpawnGroupHandle_t spawnGroup ) const = 0;
virtual void UnloadSpawnGroup( SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 0;
virtual void LoadSpawnGroup( const SpawnGroupDesc_t & ) = 0;
virtual void SetSpawnGroupDescription( SpawnGroupHandle_t spawnGroup, const char *pszDescription ) = 0;
virtual bool IsSpawnGroupLoaded( SpawnGroupHandle_t spawnGroup ) const = 0;
virtual bool IsSpawnGroupLoading( SpawnGroupHandle_t spawnGroup ) const = 0;
virtual void MakeSpawnGroupActive( SpawnGroupHandle_t spawnGroup ) = 0;
virtual void SynchronouslySpawnGroup( SpawnGroupHandle_t spawnGroup ) = 0;
virtual void SynchronizeAndBlockUntilLoaded( SpawnGroupHandle_t spawnGroup ) = 0;
virtual void SetTimescale( float flTimescale ) = 0;
virtual CEntityIndex GetViewEntity( CEntityIndex ent ) = 0;
// Is the engine in Commentary mode?
virtual int IsInCommentaryMode( void ) = 0;
virtual uint32 GetAppID() = 0;
// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
virtual const CSteamID *GetClientSteamID( CEntityIndex clientIndex ) = 0;
virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0;
// Marks the material (vmt file) for consistency checking. If the client and server have different
// contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only
// contain $baseTexture and $bumpmap vars.
virtual void ForceSimpleMaterial( const char *s ) = 0;
// Marks the filename for consistency checking. This should be called after precaching the file.
virtual void ForceExactFile( const char *s ) = 0;
// Methods to set/get a gamestats data container so client & server running in same process can send combined data
virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
virtual CGamestatsData *GetGamestatsData() = 0;
// Send a client command keyvalues
// keyvalues are deleted inside the function
virtual void ClientCommandKeyValues( CEntityIndex client, KeyValues *pCommand ) = 0;
// This makes the host run 1 tick per frame instead of checking the system timer to see how many ticks to run in a certain frame.
// i.e. it does the same thing timedemo does.
virtual void SetDedicatedServerBenchmarkMode( bool bBenchmarkMode ) = 0;
// Returns true if this client has been fully authenticated by Steam
virtual bool IsClientFullyAuthenticated( CPlayerSlot slot ) = 0;
virtual CGlobalVars *GetServerGlobals() = 0;
// Sets a USERINFO client ConVar for a fakeclient
virtual void SetFakeClientConVarValue( CEntityIndex clientIndex, const char *cvar, const char *value ) = 0;
virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) =0;
virtual IAchievementMgr *GetAchievementMgr() = 0;
// Fill in the player info structure for the specified player index (name, model, etc.)
virtual bool GetPlayerInfo( CEntityIndex ent_num, google::protobuf::Message &info ) = 0;
// Validate session
virtual void HostValidateSession() = 0;
// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
virtual uint64 GetClientXUID( CEntityIndex clientIndex ) = 0;
//Finds or Creates a shared memory space, the returned pointer will automatically be AddRef()ed
virtual ISPSharedMemory *GetSinglePlayerSharedMemorySpace( const char *szName, int ent_num = MAX_EDICTS ) = 0;
virtual void *GetPVSForSpawnGroup( SpawnGroupHandle_t spawnGroup ) = 0;
virtual SpawnGroupHandle_t FindSpawnGroupByName( const char *szName ) = 0;
// Returns the SteamID of the game server
virtual CSteamID GetGameServerSteamID() = 0;
virtual int GetBuildVersion( void ) const = 0;
virtual bool IsClientLowViolence( CEntityIndex clientIndex ) = 0;
virtual void DisconnectClient( CEntityIndex clientIndex, /* ENetworkDisconnectionReason */ int reason ) = 0;
virtual void GetAllSpawnGroupsWithPVS( CUtlVector<SpawnGroupHandle_t> *spawnGroups, CUtlVector<IPVS *> *pOut ) = 0;
virtual void P2PGroupChanged() = 0;
};
abstract_class IServerGCLobby
{
public:
virtual bool HasLobby() const = 0;
virtual bool SteamIDAllowedToConnect( const CSteamID &steamId ) const = 0;
virtual void UpdateServerDetails( void ) = 0;
virtual bool ShouldHibernate() = 0;
virtual bool SteamIDAllowedToP2PConnect( const CSteamID &steamId ) const = 0;
virtual bool LobbyAllowsCheats( void ) const = 0;
};
#define INTERFACEVERSION_SERVERGAMEDLL "Source2Server001"
//-----------------------------------------------------------------------------
// Purpose: These are the interfaces that the game .dll exposes to the engine
//-----------------------------------------------------------------------------
abstract_class ISource2Server : public IAppSystem
{
public:
virtual void SetGlobals( CGlobalVars *pVars ) = 0;
// Let the game .dll allocate it's own network/shared string tables
virtual void GameCreateNetworkStringTables( void ) = 0;
virtual void WriteSignonMessages( bf_write &bf ) = 0;
virtual void EnumSaveRestoreMapClasses( const void *, unsigned long, IClassnameForMapClassCallback * ) = 0;
virtual void PreWorldUpdate( bool simulating ) = 0;
virtual CUtlVector<Entity2Networkable_t> &GetEntity2Networkables( void ) const = 0;
virtual bool GetEntity2Networkable( CEntityIndex index, Entity2Networkable_t &out ) = 0;
virtual void ClearInstancedBaselineFromServerClasses( void ) = 0;
virtual void GetLevelsFromSaveFile( const char *pszFileName, CUtlVector<CCreateGameServerLoadInfo> &out, bool ) = 0;
virtual void ClearSaveDirectory( void ) = 0;
virtual void *GetEntityInfo() = 0;
// Called to apply lobby settings to a dedicated server
virtual void ApplyGameSettings( KeyValues *pKV ) = 0;
// The server should run physics/think on all edicts
// One of these bools is 'simulating'... probably
virtual void GameFrame( bool, bool, bool ) = 0;
virtual void PreSaveGameLoaded( char const *pSaveName, bool bCurrentlyInGame ) = 0;
// Returns true if the game DLL wants the server not to be made public.
// Used by commentary system to hide multiplayer commentary servers from the master.
virtual bool ShouldHideFromMasterServer( bool ) = 0;
virtual void GetMatchmakingTags( char *buf, size_t bufSize ) = 0;
virtual void ServerHibernationUpdate( bool bHibernating ) = 0;
virtual IServerGCLobby *GetServerGCLobby() = 0;
virtual void GetMatchmakingGameData( char *buf, size_t bufSize ) = 0;
// return true to disconnect client due to timeout (used to do stricter timeouts when the game is sure the client isn't loading a map)
virtual bool ShouldTimeoutClient( int nUserID, float flTimeSinceLastReceived ) = 0;
virtual void PrintStatus( CEntityIndex, CUtlString * ) = 0;
virtual int GetServerGameDLLFlags( void ) const = 0;
// Get the list of cvars that require tags to show differently in the server browser
virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) = 0;
// Give the list of datatable classes to the engine. The engine matches class names from here with
// edict_t::classname to figure out how to encode a class's data for networking
virtual ServerClass* GetAllServerClasses( void ) = 0;
virtual const char *GetLoadedMapName( void ) const = 0;
virtual bool IsPaused( void ) const = 0;
virtual bool GetNavMeshData( CNavData *pOut ) = 0;
virtual void SetNavMeshData( const CNavData &data ) = 0;
virtual void RegisterNavListener( INavListener *pListener ) = 0;
virtual void UnregisterNavListener( INavListener *pListener ) = 0;
virtual void *GetSpawnDebugInterface( void ) = 0;
virtual void GetAnimationActivityList( CUtlVector<CUtlString> &out ) = 0;
virtual void GetAnimationEventList( CUtlVector<CUtlString> &out ) = 0;
virtual void FilterPlayerCounts( int *, int *, int * ) = 0;
// Called after the steam API has been activated post-level startup
virtual void GameServerSteamAPIActivated( void ) = 0;
virtual void GameServerSteamAPIDeactivated( void ) = 0;
virtual void OnHostNameChanged( const char *pszNewHostname ) = 0;
virtual void PreFatalShutdown( void ) const = 0;
virtual void UpdateWhenNotInGame( float ) = 0;
virtual void GetEconItemNamesForModel( const char *pszModel, bool, bool, CUtlVector<CUtlString> &out ) = 0;
virtual void GetEconItemNamesForCharacter( const char *pszCharacter, bool, bool, CUtlVector<CUtlString> &out ) = 0;
virtual void GetEconItemsInfoForModel( const char *pszModel, const char *, bool, bool, bool, CUtlVector<EconItemInfo_t> &out ) = 0;
virtual void GetEconItemsInfoForCharacter( const char *pszCharacter, const char *, bool, bool, bool, CUtlVector<EconItemInfo_t> &out ) = 0;
virtual void GetDefaultScaleForModel( const char *pszModel ) = 0;
virtual void GetDefaultScaleForCharacter( const char *pszCharacter ) = 0;
virtual void GetDefaultControlPointAutoUpdates( const char *, CUtlVector<EconControlPointInfo_t> &out ) = 0;
virtual void GetCharacterNameForModel( const char *pszCharacter, char *pszOut, int size ) = 0;
virtual void GetModelNameForCharacter( const char *pszModel, int, char *pszOut, int size ) = 0;
virtual void GetCharacterList( CUtlVector<CUtlString> &out ) = 0;
virtual void GetDefaultChoreoDirForModel( const char *pszModel, char *pszOut, int size ) = 0;
virtual void *GetEconItemSystem( void ) = 0;
virtual void ServerConVarChanged( const char *pszName, const char *pszValue ) = 0;
};
//-----------------------------------------------------------------------------
// Just an interface version name for the random number interface
// See vstdlib/random.h for the interface definition
// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h
//-----------------------------------------------------------------------------
#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION "VEngineRandom001"
#define INTERFACEVERSION_SERVERGAMEENTS "Source2GameEntities001"
//-----------------------------------------------------------------------------
// Purpose: Interface to get at server entities
//-----------------------------------------------------------------------------
abstract_class ISource2GameEntities : public IAppSystem
{
public:
virtual ~ISource2GameEntities() {}
// This sets a bit in pInfo for each edict in the list that wants to be transmitted to the
// client specified in pInfo.
//
// This is also where an entity can force other entities to be transmitted if it refers to them
// with ehandles.
virtual void CheckTransmit( CCheckTransmitInfo **pInfo, int, CBitVec<16384> &, const Entity2Networkable_t **pNetworkables,
const uint16 *pEntityIndicies, int nEntities ) = 0;
// TERROR: Perform any PVS cleanup before a full update
virtual void PrepareForFullUpdate( CEntityIndex entIndex ) = 0;
// Frees the entity attached to this edict
virtual void FreeContainingEntity( CEntityIndex entIndex ) = 0;
virtual void GetWorldspaceCenter( CEntityIndex entIndex, Vector *pOut ) const = 0;
virtual bool ShouldClientReceiveStringTableUserData( const INetworkStringTable *pStringTable, int iIndex, const CCheckTransmitInfo *pTransmitInfo ) = 0;
virtual void ResetChangeAccessorsSerialNumbersToZero() = 0;
};
#define INTERFACEVERSION_SERVERCONFIG "Source2ServerConfig001"
abstract_class ISource2ServerConfig : public IAppSystem
{
public:
// Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
// Hey, it's more descriptive than just the name of the game directory
virtual const char *GetGameDescription( void ) = 0;
virtual int GetNetworkVersion( void ) = 0;
// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
// Right now this is only requested at server startup time so it can't be changed on the fly, etc.
virtual float GetTickInterval( void ) const = 0;
// Get server maxplayers and lower bound for same
virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers, bool &unknown ) const = 0;
// Returns max splitscreen slot count ( 1 == no splits, 2 for 2-player split screen )
virtual int GetMaxSplitscreenPlayers( void ) = 0;
// Return # of human slots, -1 if can't determine or don't care (engine will assume it's == maxplayers )
virtual int GetMaxHumanPlayers() = 0;
virtual bool ShouldNotifyLocalClientConnectionStateChanges() = 0;
virtual bool AllowPlayerToTakeOverBots() = 0;
virtual void OnClientFullyConnect( CEntityIndex index ) = 0;
virtual void GetHostStateLoopModeInfo( HostStateLoopModeType_t, CUtlString &, KeyValues ** ) = 0;
virtual bool AllowDedicatedServers( EUniverse universe ) const = 0;
virtual void GetConVarPrefixesToResetToDefaults( CUtlString &prefixes ) const = 0;
};
#define INTERFACEVERSION_SERVERGAMECLIENTS "Source2GameClients001"
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
abstract_class ISource2GameClients : public IAppSystem
{
public:
// Client is connecting to server ( return false to reject the connection )
// You can specify a rejection message by writing it into reject
virtual bool ClientConnect( CEntityIndex index, uint64 xuid, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
virtual void OnClientConnected( CEntityIndex index, int userId, const char *pszName, uint64 xuid, const char *pszNetworkID,
const char *pszAddress, bool bFakePlayer ) = 0;
// Client is connected and should be put in the game
virtual void ClientPutInServer( CEntityIndex index, char const *playername, bool bFakePlayer ) = 0;
// Client is going active
// If bLoadGame is true, don't spawn the player because its state is already setup.
virtual void ClientActive( CEntityIndex index, bool bLoadGame ) = 0;
virtual void ClientFullyConnect( CEntityIndex index, CPlayerSlot slot ) = 0;
// Client is disconnecting from server
virtual void ClientDisconnect( CEntityIndex index, int userId, /* ENetworkDisconnectionReason */ int reason,
const char *pszName, uint64 xuid, const char *pszNetworkID ) = 0;
// Sets the client index for the client who typed the command into his/her console
virtual void SetCommandClient( CPlayerSlot slot) = 0;
// The client has typed a command at the console
virtual void ClientCommand( CEntityIndex index, const CCommand &args ) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged( CEntityIndex index ) = 0;
// Determine PVS origin and set PVS for the player/viewentity
virtual void ClientSetupVisibility( CEntityIndex viewentIndex, CEntityIndex clientindex, vis_info_t *visinfo ) = 0;
// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
virtual float ProcessUsercmds( CEntityIndex index, 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_DEPRECIATED( void ) = 0;
virtual bool IsPlayerAlive( CEntityIndex index ) = 0;
virtual int GetPlayerScore( CEntityIndex index ) = 0;
// Get the ear position for a specified client
virtual void ClientEarPosition( CEntityIndex index, Vector *pEarOrigin ) = 0;
// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
// can be added here
virtual void GetBugReportInfo( char *buf, int buflen ) = 0;
// TERROR: A player sent a voice packet
virtual void ClientVoice( CEntityIndex index ) = 0;
// A user has had their network id setup and validated
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
// The client has submitted a keyvalues command
virtual void ClientCommandKeyValues( CEntityIndex index, KeyValues *pKeyValues ) = 0;
virtual bool ClientCanPause( CEntityIndex index ) = 0;
virtual void HLTVClientFullyConnect( int index, const CSteamID &steamID ) = 0;
virtual bool CanHLTVClientConnect( int index, const CSteamID &steamID, int *pRejectReason ) = 0;
virtual void StartHLTVServer( CEntityIndex index ) = 0;
virtual void SendHLTVStatusMessage( IHLTVServer *, bool, bool, const char *, int, int, int ) = 0;
virtual IHLTVDirector *GetHLTVDirector( void ) = 0;
};
typedef IVEngineServer2 IVEngineServer;
typedef ISource2Server IServerGameDLL;
typedef ISource2GameEntities IServerGameEnts;
typedef ISource2GameClients IServerGameClients;
#endif // EIFACE_H