mirror of
https://github.com/ENSL/NS.git
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134 lines
No EOL
3.1 KiB
C++
134 lines
No EOL
3.1 KiB
C++
#ifndef AVHLUA_H
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#define AVHLUA_H
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#ifdef AVH_CLIENT
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#include "engine/progdefs.h"
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#include "mod/AvHHud.h"
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#include "common/cl_entity.h"
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extern cl_enginefunc_t gEngfuncs;
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extern AvHHud gHUD;
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#endif
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#ifdef AVH_SERVER
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#include "util/nowarnings.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHMessage.h"
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#include "mod/AvHParticleTemplateServer.h"
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#include "mod/AvHEntities.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerVariables.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHMarineWeapons.h"
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#include "dlls/client.h"
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#include "dlls/util.h"
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#include "mod/AvHSoundListManager.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHMarineEquipment.h"
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#include "mod/AvHTitles.h"
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#include "mod/AvHMarineEquipmentConstants.h"
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#include "mod/AvHParticleTemplate.h"
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#include "common/vector_util.h"
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#include "dlls/roach.h"
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#include "mod/AvHSelectionHelper.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHSharedUtil.h"
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#include "mod/AvHDramaticPriority.h"
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#include "mod/AvHHulls.h"
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#include "mod/AvHMovementUtil.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHParticleSystemEntity.h"
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#include "mod/AvHAlienAbilities.h"
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#include "mod/AvHAlienAbilityConstants.h"
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#include "mod/AvHAlienEquipmentConstants.h"
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#include "mod/AvHMarineTurret.h"
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#include "mod/AvHSiegeTurret.h"
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#include "mod/AvHBlipConstants.h"
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#include "mod/AvHParticleConstants.h"
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#include "util/MathUtil.h"
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#include "types.h"
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#include "mod/AvHNetworkMessages.h"
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#include "mod/AvHNexusServer.h"
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#include "dlls/cbase.h"
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#endif
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#include "mod/AvHConstants.h"
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#include "engine/edict.h"
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#include "engine/eiface.h"
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#include "common/const.h"
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#include <map>
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#include <list>
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#include "scriptengine/AvHLUABase.h"
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typedef pair<int, lua_State*> LUATimetableCallbackType;
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typedef multimap<int, LUATimetableCallbackType> LUATimetableType;
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class AvHLUA
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{
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public:
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AvHLUA();
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~AvHLUA();
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void Init();
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bool LoadLUAForMap(const char *inMapName);
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// Server events
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void OnLoad();
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bool OnStartCheck();
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void OnStart();
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void OnStarted();
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void OnVictory(AvHTeamNumber inTeamToJoin);
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AvHTeamNumber OnVictoryCheck();
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void OnJointeam(int inEntindex, AvHTeamNumber inTeamToJoin);
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bool mLoaded;
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lua_State *mGlobalContext;
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bool ExecuteCallbacks(float time);
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int Suspend(lua_State *L, float delay);
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int DelayedExecute(lua_State *L, float time);
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bool GetIsRestricted();
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float GetTime();
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private:
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// Flags indicating existing server events
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bool definedOnLoad;
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bool definedOnStartCheck;
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bool definedOnStart;
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bool definedOnStarted;
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bool definedOnVictory;
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bool definedOnVictoryCheck;
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bool definedOnJointeam;
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// Namespace registration
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void RegisterNamespace_Time();
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#ifdef AVH_SERVER
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void RegisterNamespace_Player();
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void RegisterNamespace_Team();
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#else
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#endif
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int Resume(lua_State *L, int numargs);
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float mNextCallTime;
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LUATimetableType mTimetable;
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// Restricted = reduced LUA library loads
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bool mIsRestricted;
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};
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extern AvHLUA *gLUA;
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#endif |