#ifndef AVHLUA_H #define AVHLUA_H extern "C" { #include #include #include } #ifdef AVH_CLIENT #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" #include "engine/progdefs.h" #include "mod/AvHHud.h" #include "common/cl_entity.h" extern cl_enginefunc_t gEngfuncs; extern AvHHud gHUD; #endif #ifdef AVH_SERVER #include "util/nowarnings.h" #include "mod/AvHPlayer.h" #include "mod/AvHMessage.h" #include "mod/AvHParticleTemplateServer.h" #include "mod/AvHEntities.h" #include "mod/AvHGamerules.h" #include "mod/AvHServerVariables.h" #include "mod/AvHConstants.h" #include "mod/AvHMarineWeapons.h" #include "dlls/client.h" #include "dlls/util.h" #include "mod/AvHSoundListManager.h" #include "mod/AvHServerUtil.h" #include "mod/AvHMarineEquipment.h" #include "mod/AvHTitles.h" #include "mod/AvHMarineEquipmentConstants.h" #include "mod/AvHParticleTemplate.h" #include "common/vector_util.h" #include "dlls/roach.h" #include "mod/AvHSelectionHelper.h" #include "mod/AvHPlayerUpgrade.h" #include "mod/AvHSharedUtil.h" #include "mod/AvHDramaticPriority.h" #include "mod/AvHHulls.h" #include "mod/AvHMovementUtil.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHParticleSystemEntity.h" #include "mod/AvHAlienAbilities.h" #include "mod/AvHAlienAbilityConstants.h" #include "mod/AvHAlienEquipmentConstants.h" #include "mod/AvHMarineTurret.h" #include "mod/AvHSiegeTurret.h" #include "mod/AvHBlipConstants.h" #include "mod/AvHParticleConstants.h" #include "util/MathUtil.h" #include "../types.h" #include "mod/AvHNetworkMessages.h" #include "mod/AvHNexusServer.h" #include "dlls/cbase.h" #endif #include "mod/AvHConstants.h" #include "engine/edict.h" #include "engine/eiface.h" #include "common/const.h" #include #include #include "scriptengine/AvHLUABase.h" typedef pair LUATimetableCallbackType; typedef multimap LUATimetableType; class AvHLUA { public: AvHLUA(); ~AvHLUA(); void Init(); bool LoadLUAForMap(const char *inMapName); // Server events void OnLoad(); bool OnStartCheck(); void OnStart(); void OnStarted(); void OnVictory(AvHTeamNumber inTeamToJoin); AvHTeamNumber OnVictoryCheck(); void OnJointeam(int inEntindex, AvHTeamNumber inTeamToJoin); bool mLoaded; lua_State *mGlobalContext; bool ExecuteCallbacks(float time); int Suspend(lua_State *L, float delay); int DelayedExecute(lua_State *L, float time); bool GetIsRestricted(); float GetTime(); private: // Flags indicating existing server events bool definedOnLoad; bool definedOnStartCheck; bool definedOnStart; bool definedOnStarted; bool definedOnVictory; bool definedOnVictoryCheck; bool definedOnJointeam; // Namespace registration void RegisterNamespace_Time(); #ifdef AVH_SERVER void RegisterNamespace_Player(); void RegisterNamespace_Team(); #else #endif int Resume(lua_State *L, int numargs); float mNextCallTime; LUATimetableType mTimetable; // Restricted = reduced LUA library loads bool mIsRestricted; }; extern AvHLUA *gLUA; #endif